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Mortal Kombat 11/X Animation Tool

Post questions about game models here, or help out others!
mk11fan
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Re: Mortal Kombat 11/X Animation Tool

Post by mk11fan » Mon Dec 28, 2020 6:18 pm

Do you know where to find the animations for the brutalities and stage brutalities?

Also, someone using your method found a few krypt animations that are not in the game. https://www.youtube.com/watch?v=uMNuG5sbk10

Pretty cool.

Delbozkester
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Re: Mortal Kombat 11/X Animation Tool

Post by Delbozkester » Thu Dec 31, 2020 5:39 am

akderebur wrote:
Tue Dec 01, 2020 11:19 pm
mono24 wrote:
Tue Dec 01, 2020 9:22 pm
If MK11 support is added, that means Injustice 2 is possible since is same as MK11 :)
Indeed. The MK11 tool also works with Injustice 2. Same procedure using daemon's tools. Just use the attached animation unpacker instead. Thanks to mono24 for samples.

Image
Is there and update for Injustice2 Anim Unpack to be compatible with Multiple Meshes/Scene Support due to the change related to rotations?

akderebur
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Re: Mortal Kombat 11/X Animation Tool

Post by akderebur » Fri Jan 01, 2021 12:38 am

Injustice 2 Support and Improvements

- New NUX script for batch processing in Noesis. Removed the tool script.
- Bulk animation load/export. This will export all the animations in the selected folder.
- Bulk animation will work with a single group of meshes (merged). It might take a long time also.
- Both SMD and MESH.ASCII should work now when converted to NUX. So IJ2 is supported using SMD.

New Tutorial (just used batch processing at start): https://youtu.be/NA1c1-poZZs

Tool Download: https://www.mediafire.com/file/86pcyodn ... 1.rar/file

IJ2 Animation
Image

Delbozkester
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Re: Mortal Kombat 11/X Animation Tool

Post by Delbozkester » Fri Jan 01, 2021 6:47 am

akderebur wrote:
Fri Jan 01, 2021 12:38 am
Injustice 2 Support and Improvements

- New NUX script for batch processing in Noesis. Removed the tool script.
- Bulk animation load/export. This will export all the animations in the selected folder.
- Bulk animation will work with a single group of meshes (merged). It might take a long time also.
- Both SMD and MESH.ASCII should work now when converted to NUX. So IJ2 is supported using SMD.

New Tutorial (just used batch processing at start): https://youtu.be/NA1c1-poZZs

Tool Download: https://www.mediafire.com/file/86pcyodn ... 1.rar/file

IJ2 Animation
Image
Thank you so much. I will try at this moment and happy new year!! :dance:

Modman69
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Re: Mortal Kombat 11/X Animation Tool

Post by Modman69 » Fri Jan 01, 2021 4:53 pm

INCEDIBLE JOB! Thank You so much for all you do here

Delbozkester
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Re: Mortal Kombat 11/X Animation Tool

Post by Delbozkester » Tue Jan 05, 2021 3:56 am

akderebur wrote:
Sun Dec 06, 2020 3:10 pm
Blend Shape Animation

Also got the blend shape animations working, which are used for facial animations. Of course huge credits to daemon1, for making a tool that exports morphs.

I am not sure how I will add this to the tool. Need to find a way to export blend shape animation somehow first. Also it will complicate the pipeline even more. So I am just thinking of adding it if people really think its useful.

Image
I'm so excited to see how you resolved blend shape animations. This tools are so inspirational to me, thanks a lot.

Omegared
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Re: Mortal Kombat 11/X Animation Tool

Post by Omegared » Wed Jan 06, 2021 8:22 pm

I have started several times the new mk11 tutorial but something still not ok.

I have used for start:

GEARASSETS_CAS_ScriptAssets.XXX and however was not clear and i have missed from tutorial video: CHAR_CAS_ScriptAssets.XXX both with PSF pair.

As beginner for me not was clear what i need include in dir, after i have added all ascii SMD file pair:

CAS_FACE_A.mesh.ascii
CAS_GEAR_A_001_Pistol.mesh.ascii
CAS_HAIR_A.mesh.ascii
CAS_SKIN_A.mesh.ascii

All 4 file converted\exported into nux, loaded without gun (everything looks ok modell visible in base pose) after loading CAS_Supermove.AnimSequence

and....modell looks flipped and playing inverse the animation :D

Whats wrong?

From where i know what SMD\ASCIII i need for animation? example for sub zero classic victory pose?

Still question after i see the animation, how can i export in a pose or this is not possible currently? Export nux looks loading, but i get no dialog window.
notgood.jpg
thanks for the help and for the work
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akderebur
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Re: Mortal Kombat 11/X Animation Tool

Post by akderebur » Wed Jan 06, 2021 10:01 pm

Omegared wrote:
Wed Jan 06, 2021 8:22 pm
I have started several times the new mk11 tutorial but something still not ok.
I can't say for sure what the problem is. First of all make a clean start. Delete all the plugin, tool versions you have. Download and use the ones in this post: viewtopic.php?p=170016#p170016 Also, make sure to watch the new tutorial in the same post. If mesh.ascii still doesn't work try smd. It doesn't make any difference atm.

I have tried to explain it as well as I can, but I see that it might be hard to understand, especially if you are not used to this stuff.

Delbozkester
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Re: Mortal Kombat 11/X Animation Tool

Post by Delbozkester » Wed Jan 06, 2021 10:21 pm

I had issues with rotation also but I think the same as akderebur, reset the noesis plugins and reinstall new ones, export using the noesis options and the use the last animation tools.

Omegared
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Re: Mortal Kombat 11/X Animation Tool

Post by Omegared » Wed Jan 06, 2021 10:53 pm

With SMD working face+hair+skin with CAS_Supermove.AnimSequence.

Checking the forum topics looks littlebit chaotic where can find anything:) maybe just one description with tutorial :>

I dont know how can i reset noesis.

Ok, now i see a 3x nux as modell and moving - there is any way use one animation phase\pose and export as 3D modell?

Now i can reproduce im sure in blender same modell with these nux-es, just stay in base pose.

My final goal will be if i can move a modell in a victory pose and ,,freeze" as 3D modell.

thanks for any help
kép_2021-01-06_225749.png
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Delbozkester
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Re: Mortal Kombat 11/X Animation Tool

Post by Delbozkester » Thu Jan 07, 2021 12:18 am

Omegared wrote:
Wed Jan 06, 2021 10:53 pm
Ok, now i see a 3x nux as modell and moving - there is any way use one animation phase\pose and export as 3D modell?
Export as NUX and convert in FBX with Noesis then import in Blender

Omegared
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Re: Mortal Kombat 11/X Animation Tool

Post by Omegared » Thu Jan 07, 2021 8:52 am

thank you for the help, before try one question.

After export to nux (if im godd understand with the anim app), i will receive a new file, or the source files will be ,,updated"?

Modell loaded with animation / moving in a loop. In what position will be exported?

akderebur
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Re: Mortal Kombat 11/X Animation Tool

Post by akderebur » Thu Jan 07, 2021 10:41 am

Omegared wrote:
Thu Jan 07, 2021 8:52 am
In what position will be exported?
It won't be exported in a specific pose, it is an "animation". It is a collection of poses/frames. You can play the animation in Blender and stop at any frame you want, so you have a specific pose.

These are really beyond the scope of the tool and related to 3D software knowledge. I suggest you do some research on Blender animation playback and 3D animation concept in general.

Omegared
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Re: Mortal Kombat 11/X Animation Tool

Post by Omegared » Thu Jan 07, 2021 11:15 am

I have asked these questions, because the current aviable information not giving answer to me what for we can use this app. Simple just play mk11 animations with 3D modell or more? In this case we can say, just play the assembled 3D modell what have skeleton\animation, not more, not less.

Just one question remains inside me, with the export feature of nux what changing?

thank you for the answers

akderebur
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Re: Mortal Kombat 11/X Animation Tool

Post by akderebur » Thu Jan 07, 2021 11:34 am

Omegared wrote:
Thu Jan 07, 2021 11:15 am
what for we can use this app.
It is for extracting animations from the game. What you do with them is up to you. I can't go and tell you how to use the animations. Everyone has different uses. Study them, use them in a fan-made clip, etc.
Omegared wrote:
Thu Jan 07, 2021 11:15 am
Simple just play mk11 animations with 3D modell or more?

Just one question remains inside me, with the export feature of nux what changing?
You are missing the whole point of the tool. Playing the animations in the tool isn't the deal, it is just meant as a preview. The aim is to export them to NUX and convert to a widely used format like FBX or DAE. Then use it in a 3D software.

No offense, but if you don't know what to achieve by using this tool, why are you trying to use it in the first place?

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