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Revil (RE Engine, MT Framework) 3ds max plugin

Post questions about game models here, or help out others!
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PredatorCZ
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Revil (RE Engine, MT Framework) 3ds max plugin

Post by PredatorCZ » Fri May 03, 2019 4:11 pm

Following plugin will let you import animations from RE Engine and MT Framework.

Supported RE Engine titles.
  • Resident Evil 7
  • Resident Evil 2
  • Resident Evil 3
  • Resident Evil Resistance
  • Devil May Cry 5
Supported MTF titles.
There is some many of them, so here is complete list: https://en.wikipedia.org/wiki/MT_Framew ... _Framework

Enjoy.

Image

Master page.

Fixes, changes for MT Framework LMT against MTF Tools (old maxcript)
  • Much faster loading
  • Proper animation indexing
  • Animations are fully sampled
  • Ability to disable IK when importing motion
  • Ability to resample animations
  • Properly loading non-uniform scale animations
    Image Image
MTF LMT Limitations
  • IK links must be still created with MTF Tools
  • You can no longer regenerate skeleton in MTF Tools, but a default pose will be set at frame -1
  • Sometimes, IK chain can be severed. In this case, you must relink start and end bone in IK controller. DO NOT create new IK with MTF Tools.
  • Some scale animations might still look broken (some MTF V1.5+ titles only)
I will also require from you any and every feedback you can think of.
For plugin, you can create issues in repo.
For everything else here, or on blog.
Thank you.
Last edited by PredatorCZ on Fri May 01, 2020 2:31 pm, edited 4 times in total.

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PredatorCZ
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Re: Revil (RE Engine) 3ds max plugin

Post by PredatorCZ » Wed May 15, 2019 2:55 pm

RevilMax V1.1 has been released.

Fixed wrong frame distribution where resulting animations were slightly faster.
Maxscript listener will now show whenever plugin tries to print any information and from now on, user will be always informed properly. User no longer needs to open listener manually.

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Re: Revil (RE Engine) 3ds max plugin

Post by protosk8 » Fri May 17, 2019 1:32 am

Thanks for tool,
I know there are a couple scripts out there to import models,
but will you be adding that feature to this plugin?

Here are some ideas (that I'm sure you've already thought of).
  • Make the window a bit wider or resizable so animation names don't cut off.
  • Keep the window open after importing an animation.
  • Add or Edit/Remove/Reset/Save buttons.
    I'm not talking about a "repack" to use in game (Although that would be cool), but to save "Favorite" Animations for later use.

The animations work with the original models.
I tried with custom models and the weights seem to break, but that's probably not your plugin's fault.

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Re: Revil (RE Engine) 3ds max plugin

Post by PredatorCZ » Fri May 17, 2019 8:42 am

protosk8 wrote:
Fri May 17, 2019 1:32 am
Thanks for tool,
I know there are a couple scripts out there to import models,
but will you be adding that feature to this plugin?

Here are some ideas (that I'm sure you've already thought of).
  • Make the window a bit wider or resizable so animation names don't cut off.
  • Keep the window open after importing an animation.
  • Add or Edit/Remove/Reset/Save buttons.
    I'm not talking about a "repack" to use in game (Although that would be cool), but to save "Favorite" Animations for later use.

The animations work with the original models.
I tried with custom models and the weights seem to break, but that's probably not your plugin's fault.
Thanks for ideas, I haven't thought about them.
Here's my take on them.
  • It would require additional research, It's written under WinAPI and I'm not much friend of it.
  • As the matter of importing, it's not possible, since 3DS will create/destroy plugin instance, each time file is imported. I had tested this in past, and in conclusion, the only way would be, to create additional utility, this would require for user to find this utility in Max'es pile of UI. Where for some users is hard to find import button, imagine how and if they would find this, even with guide.
  • This doesn't seem like useful thing to me, the time spent on implementing such thing would be wasted, since nobody would actually use it. Each animation has unique name, and I cannot possibly think, how this feature would even work.
    As the matter of export, there are more things than animation. Like events, scripts or other things that are stored inside motion files.
    As the matter of pure repacking, it's possible. I have thought about making mot <-> motlist repacker.

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Re: Revil (RE Engine) 3ds max plugin

Post by RafaX564 » Tue Dec 03, 2019 3:47 am

Could you please update this plugin for MAX 2020?

Amazing job btw! :wink: :wink:

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Re: Revil (RE Engine) 3ds max plugin

Post by PredatorCZ » Sat Apr 04, 2020 8:59 pm

RevilMax v1.2 has been released

Added support for LMT loading.
Added support for motlist99, mot78 formats.
RE motion formats are now properly sampled.
Added resample option (animation will be resampled to current scene FPS)
Added option to load all animations at once (ranges will be printed into listener, units are ticks).

Basically adding ability to load LMT files from MT Framework and a new format from RE3 Remake (demo).
Experimental phase, tool might be unstable.

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by einherjar007 » Sun Apr 05, 2020 1:55 am

You may not be planning to update MT Framework Mobile, but is it possible to support Monster Hunter Explore mod and lmt?
Samples can be provided as needed. Please consider that.

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by Allanoon » Sun Apr 05, 2020 5:20 pm

Would you mind taking a look at Re 7 motlist.60? Or was the engine different at the time?
In case i can provide the files.

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by gamer1977 » Mon Apr 06, 2020 10:04 pm

please resident Evil 7 motlist

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by askB » Mon Apr 13, 2020 5:22 pm

PredatorCZ wrote:
Fri May 03, 2019 4:11 pm
Following plugin will let you import animations from Resident Evil 2 Remake, Resident Evil 3 Remake and all titles under MT Framework engine.
Have you personally tested Resident Evil 3? I have tried numerous times and it keeps crashing on me.

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by PredatorCZ » Tue Apr 21, 2020 8:39 am

askB wrote:
Mon Apr 13, 2020 5:22 pm
Have you personally tested Resident Evil 3? I have tried numerous times and it keeps crashing on me.
Tested only demo. There wasn't a release version, when it was in the development .

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by PredatorCZ » Sun Apr 26, 2020 8:28 pm

RevilMax v1.3 has been released.

Fixed positions for mot78 formats. #6
Fixed frame distribution for Big Endian LMT formats.
Fixed crash when loading pose animations. #3
Minor crash fixes.
Added some missing codecs.

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by PredatorCZ » Fri May 01, 2020 2:25 pm

RevilMax v1.4 has been released.

Added support for RE7.
More fixes.

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by gamer1977 » Fri May 01, 2020 5:03 pm

Thanks so much for re7

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Re: Revil (RE Engine, MT Framework) 3ds max plugin

Post by neociano » Wed Sep 02, 2020 6:44 am

would this work for Ultimate Marvel vs Capcom 3 for pc?

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