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Re: Mortal Kombat 11

Posted: Thu Jul 18, 2019 9:49 pm
by Darkhowlings
Quick Random Question:
When I import in Blender and export it as FBX, the model come out without weight attachment.

I'm an 3D Max user and not much Blender user

Re: Mortal Kombat 11

Posted: Fri Jul 19, 2019 3:17 am
by mono24
Darkhowlings wrote:
Thu Jul 18, 2019 9:49 pm
When I import in Blender and export it as FBX, the model come out without weight attachment.
Try Noesis>FBX>3dsMax.
Darkhowlings wrote:
Thu Jul 18, 2019 9:49 pm
I'm an 3D Max user and not much Blender user
Join the club, you aren't the only one.

Re: Mortal Kombat 11

Posted: Fri Jul 19, 2019 6:15 pm
by Darkhowlings
mono24 wrote:
Fri Jul 19, 2019 3:17 am
Darkhowlings wrote:
Thu Jul 18, 2019 9:49 pm
When I import in Blender and export it as FBX, the model come out without weight attachment.
Try Noesis>FBX>3dsMax.
Darkhowlings wrote:
Thu Jul 18, 2019 9:49 pm
I'm an 3D Max user and not much Blender user
Join the club, you aren't the only one.
Yeah, that is what I mostly do too, but, the model at times come out with very screw weight.
But, I couldn't import the XNALara format one, only SMD.


Yeah :mrgreen: , I still don't get how they can use Blender so easily and I'm here that can only import one thing :lol:

Re: Mortal Kombat 11

Posted: Fri Jul 19, 2019 6:23 pm
by mono24
Darkhowlings wrote:
Fri Jul 19, 2019 6:15 pm
Yeah, that is what I mostly do too, but, the model at times come out with very screw weight.
But, I couldn't import the XNALara format one, only SMD.
It sure does mess them up, big time, its a lot of trial and error, how about try export to glTF Model from Noesis, allegedly its better than anything out there according to Mr.Adults the Noesis dev, he keeps praising that format like no other.
Darkhowlings wrote:
Fri Jul 19, 2019 6:15 pm
Yeah :mrgreen: , I still don't get how they can use Blender so easily and I'm here that can only import one thing :lol:
The scripts for Blender that are created need to be updated/fixed, that is what causes all these issues.

Re: Mortal Kombat 11

Posted: Sun Jul 28, 2019 11:10 am
by Coverop
Question.
Do we also get animations along with the models?

Re: Mortal Kombat 11

Posted: Mon Jul 29, 2019 12:54 am
by mono24
Coverop wrote:
Sun Jul 28, 2019 11:10 am
Question.
Do we also get animations along with the models?
I wish. Sadly, nope.

Re: Mortal Kombat 11

Posted: Wed Jul 31, 2019 9:55 pm
by Darkhowlings
mono24 wrote:
Fri Jul 19, 2019 6:23 pm
Darkhowlings wrote:
Fri Jul 19, 2019 6:15 pm
Yeah, that is what I mostly do too, but, the model at times come out with very screw weight.
But, I couldn't import the XNALara format one, only SMD.
It sure does mess them up, big time, its a lot of trial and error, how about try export to glTF Model from Noesis, allegedly its better than anything out there according to Mr.Adults the Noesis dev, he keeps praising that format like no other.
Yeah, I give a shot, but got the same result:
Is this normally how it export the weight like this?

And I've try that new format, but, its only compatible with latest version of 3D Max (I use 2015).
But, my concern its more on the weight errors around the face

Re: Mortal Kombat 11

Posted: Thu Aug 01, 2019 12:07 am
by TRDaz
Face weights are like that because they didn't intend to use bones for the game, they use morphs. They seem to be placeholder weights that they never fixed up because they had no use for them. So this is how the game has them, it's no fault of format, script, program etc.

Re: Mortal Kombat 11

Posted: Thu Aug 01, 2019 5:02 am
by Darkhowlings
TRDaz wrote:
Thu Aug 01, 2019 12:07 am
Face weights are like that because they didn't intend to use bones for the game, they use morphs. They seem to be placeholder weights that they never fixed up because they had no use for them. So this is how the game has them, it's no fault of format, script, program etc.
Cool, I though it was an error.
Still with place holders, I will give a shot for give weight around

Re: Mortal Kombat 11 Mesh Swaping

Posted: Thu Aug 22, 2019 12:29 pm
by ValkyrieR6
Does anybody know how you can mesh swap in mk11.I just want to have Skarlet with Kitana's moves and fatalities

Re: Mortal Kombat 11

Posted: Thu Aug 22, 2019 8:17 pm
by Darkhowlings
This may sound very stupid question, but, I've to ask:

Were are the morph files?

Re: Mortal Kombat 11 Mesh Swaping

Posted: Fri Aug 23, 2019 2:24 am
by mono24
ValkyrieR6 wrote:
Thu Aug 22, 2019 12:29 pm
Does anybody know how you can mesh swap in mk11.I just want to have Skarlet with Kitana's moves and fatalities
People usually do this kind of stuff while using Cheat Engine as source (not talking about this game particularly, I wouldn't know, but swapping in general of geometry and stuff), yet if both characters use different base mesh/ skeletons, not sure if animations would work in-game, it would definitely crash up on loading it.
But hey you never know, Google Cheat Engine stuff and see what you come up with.

Re: Mortal Kombat 11

Posted: Wed Oct 09, 2019 4:40 pm
by Doctor Loboto
Does anyone know which files contain Terminator's endoskeleton? I got the 'human' version already.

Re: Mortal Kombat 11

Posted: Thu Oct 10, 2019 8:00 am
by DarknessValtier
Doctor Loboto wrote:
Wed Oct 09, 2019 4:40 pm
Does anyone know which files contain Terminator's endoskeleton? I got the 'human' version already.
CHAR_TER_ScriptAssets.xxx

Skelfullmesh

Re: Mortal Kombat 11

Posted: Thu Oct 10, 2019 10:29 pm
by Doctor Loboto
That one seems to only have 'gibs' in it. I can't find anything called 'skelfullmesh' in it after extraction.