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Resident Evil animations

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daemon1
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Re: Resident Evil animations

Post by daemon1 » Sun Feb 19, 2017 9:10 pm

Tested on PC version. But considering the error message youre getting, its probably not the case. Where do you run it from? Command line or some commander?
Meguido wrote:So this should work with re4 and 6 too?
In theory. Maybe some tool update will be needed.

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Re: Resident Evil animations

Post by Meguido » Sun Feb 19, 2017 9:16 pm

daemon1 wrote:Tested on PC version. But considering the error message youre getting, its probably not the case. Where do you run it from? Command line or some commander?
I'm runnning it from command line. Tried with and without admin rights. Same result. I tested it with xbox files.

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Re: Resident Evil animations

Post by daemon1 » Sun Feb 19, 2017 9:31 pm

Meguido wrote:I tested it with xbox files.
That must be the problem.

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Re: Resident Evil animations

Post by Meguido » Mon Feb 20, 2017 2:15 pm

daemon1 wrote:That must be the problem.
And yeah, it was that :)
Tested it with pc files and got "a1.smd"
I tried to import it in maya using the mesa plugin but even when it started to import it and could see an skeleton moving around it got frozen after some time without finishing importing. So i guess i have to use blender to import it.

______________

Edit:
Ok so after making some tests with Pl0200.mod and Pl0200_00.lmt looks like I had to find one that isn't working as it should. atarget1 and atarget2 are both in a too high position to be the correct one. When i set the ik constraints this is what i get:
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Re: Resident Evil animations

Post by daemon1 » Mon Feb 20, 2017 4:46 pm

Meguido wrote:Ok so after making some tests with Pl0200.mod and Pl0200_00.lmt
Yes, I was expecting this. The root bone is not always bone 0. I'll have to make some corrections to make these working.

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Re: Resident Evil animations

Post by daemon1 » Mon Feb 20, 2017 5:14 pm

Here's the new version. I hope you can find some time to check if its now working with this and other animations previously working. Let me know.

p.s. Interesting that for cutscene animations they still have IK in effect.
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Re: Resident Evil animations

Post by Meguido » Mon Feb 20, 2017 5:43 pm

daemon1 wrote:Here's the new version. I hope you can find some time to check if its now working with this and other animations previously working. Let me know.

p.s. Interesting that for cutscene animations they still have IK in effect.
You're really fast! thank you! I'll be testing it again asap (as soon as i go back home in a few hours)

Btw is there a list anywhere to know which files are what? I mean how do you know pl0200_00.lmt is for cutscenes?
Last edited by Meguido on Mon Feb 20, 2017 10:12 pm, edited 1 time in total.

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Re: Resident Evil animations

Post by daemon1 » Mon Feb 20, 2017 6:30 pm

Meguido wrote:I mean how do you know pl0200_00.lmt is for cutscenes?
I'm not familiar with RE series and never played any of them. I have no idea how files are organized. I think these are cutscenes only because the global positions are as big as 2000 or 3000 which usually only happens in cutscenes.

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Re: Resident Evil animations

Post by Meguido » Mon Feb 20, 2017 10:11 pm

daemon1 wrote:I'm not familiar with RE series and never played any of them. I have no idea how files are organized. I think these are cutscenes only because the global positions are as big as 2000 or 3000 which usually only happens in cutscenes.
Oh yeah you're right, silly me didn't realized that huge translation offsets were caused because of that :P

Btw i'm testing it now and it's working flawlesly now. With other LMTs too (like pl0203action.lmt).

So are you going to add the option to export every animation to separate smd files?

Btw, another question: what would you need to do to make it workable with RE6 and RE4?

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Re: Resident Evil animations

Post by daemon1 » Tue Feb 21, 2017 4:30 pm

Meguido wrote:So are you going to add the option to export every animation to separate smd files?

Btw, another question: what would you need to do to make it workable with RE6 and RE4?
1. maybe later. Also tag bones can be useful.

2. First thing I'd need is some LMT files.

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Re: Resident Evil animations

Post by rubening » Wed Feb 22, 2017 1:23 am

daemon1 wrote:
Meguido wrote:So are you going to add the option to export every animation to separate smd files?

Btw, another question: what would you need to do to make it workable with RE6 and RE4?
1. maybe later. Also tag bones can be useful.

2. First thing I'd need is some LMT files.
ill try to upload some for you

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Re: Resident Evil animations

Post by Meguido » Wed Feb 22, 2017 2:07 pm

daemon1 wrote:2. First thing I'd need is some LMT files.
I've been searching a bit about re4 files. The original one wasn't even made on mt framework. But supossedly the uhd edition got ported to it.
But there's no .arc files and no .lmt animations files. The format is .FCV.
So do you want to take a look at any .FCV file or just ignore re4 and only try re6?

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Re: Resident Evil animations

Post by daemon1 » Wed Feb 22, 2017 3:18 pm

Meguido wrote:or just ignore re4 and only try re6?
You have to choose what is more important to you. Choose wisely :) Because at any moment I can find something more interesting for me and move to some other projects and never return to RE.

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Re: Resident Evil animations

Post by Meguido » Thu Feb 23, 2017 5:39 pm

daemon1 wrote:You have to choose what is more important to you. Choose wisely :) Because at any moment I can find something more interesting for me and move to some other projects and never return to RE.
Ok, so I just sent you a pm (sorry it's a bit long but i tried explaining everything) with the files. :D

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Re: Resident Evil animations

Post by daemon1 » Fri Feb 24, 2017 1:22 pm

Checked RE6 files. Unfortunately they are too much changed. They are not simple anymore, like it was in RE5.

So probably I will not be able to convert anything in near future.

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