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Maya, Noesis & MH Tri Player Animations.
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SaucyMonkey
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Maya, Noesis & MH Tri Player Animations.
Hey Community,
I've got a question about Noesis and Autodesk Maya regarding the player animations for Monster Hunter TRI. I've already exhausted quite abit of research on the topic and avenues on how to accomplish what I need so i'm turning to you guys for some help.
I'm using the BRRES viewer to look at the animations from the game that I pulled with Wii Scrubber. Now, all of the animations work beautifully EXCEPT the player/npc animations (bummer!). That is until I select the option to "Play Rotations Only" which in the read-me says it does the following.
"Play Rotations Only" option. It will prevent the model from being translated when playing an animation. This option can also have other uses."
Alright. No problem. I then go to extract the animation from the BRRES viewer as a MD5Anim which is loaded up just fine in Noesis... except one issue. The skeleton is clearly there and when I export it to maya it is still there. The issue is that most of the hierarchy of the skeleton seems to have clumped up. I should also mention that in the BRRES viewer that if that option isn't selected it does the same thing.
http://postimg.org/image/kfmf2c4xx/
Now, I looked around abit and I came across this post here by Mr.Adults...
viewtopic.php?p=90014
I'm not sure if it would fix the problem but... I am not even sure how to do what he suggested. So I guess my question is... how do I fix the animations from grouping up like this either with Noesis or Maya and is there an option in Maya to play the "Rotations Only"? Anyways, thanks guys I appreciate the help.
I've got a question about Noesis and Autodesk Maya regarding the player animations for Monster Hunter TRI. I've already exhausted quite abit of research on the topic and avenues on how to accomplish what I need so i'm turning to you guys for some help.
I'm using the BRRES viewer to look at the animations from the game that I pulled with Wii Scrubber. Now, all of the animations work beautifully EXCEPT the player/npc animations (bummer!). That is until I select the option to "Play Rotations Only" which in the read-me says it does the following.
"Play Rotations Only" option. It will prevent the model from being translated when playing an animation. This option can also have other uses."
Alright. No problem. I then go to extract the animation from the BRRES viewer as a MD5Anim which is loaded up just fine in Noesis... except one issue. The skeleton is clearly there and when I export it to maya it is still there. The issue is that most of the hierarchy of the skeleton seems to have clumped up. I should also mention that in the BRRES viewer that if that option isn't selected it does the same thing.
http://postimg.org/image/kfmf2c4xx/
Now, I looked around abit and I came across this post here by Mr.Adults...
viewtopic.php?p=90014
I'm not sure if it would fix the problem but... I am not even sure how to do what he suggested. So I guess my question is... how do I fix the animations from grouping up like this either with Noesis or Maya and is there an option in Maya to play the "Rotations Only"? Anyways, thanks guys I appreciate the help.
- shakotay2
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Re: Maya, Noesis & MH Tri Player Animations.
- .brres sample?
- what's the actual version of the BRRES Viewer? 1.2?
- what's the actual version of the BRRES Viewer? 1.2?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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SaucyMonkey
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Re: Maya, Noesis & MH Tri Player Animations.
BRRES Version 1.3.1.shakotay2 wrote:- .brres sample?
- what's the actual version of the BRRES Viewer? 1.2?
https://drive.google.com/file/d/0B2IyNC ... sp=sharing The NPC sample.
https://drive.google.com/file/d/0B2IyNC ... sp=sharing The animation sample.
- shakotay2
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Re: Maya, Noesis & MH Tri Player Animations.
thx for uploading the brres files!
npc001.brres and mot_plcom.brres
first one is the skeleton with mesh, 2nd one the ani file, correct?
Seems I can't follow some of your explanations from the OP:
npc001 skeleton can be exported as MD5Mesh and be loaded into Noesis, as you wrote.
Converted to smd it can be imported to blender where the hierarchy seems to be ok:
npc001.brres and mot_plcom.brres
first one is the skeleton with mesh, 2nd one the ani file, correct?
Seems I can't follow some of your explanations from the OP:
I can't export the animations with BRRES viewer as MD5Anim, only as PSA.SaucyMonkey wrote:I then go to extract the animation from the BRRES viewer as a MD5Anim which is loaded up just fine in Noesis... except one issue. The skeleton is clearly there and when I export it to maya it is still there. The issue is that most of the hierarchy of the skeleton seems to have clumped up.
npc001 skeleton can be exported as MD5Mesh and be loaded into Noesis, as you wrote.
Converted to smd it can be imported to blender where the hierarchy seems to be ok:
don't understand. Where is that option to be set in the viewer 1.3.1?I should also mention that in the BRRES viewer that if that option isn't selected it does the same thing.
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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SaucyMonkey
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Re: Maya, Noesis & MH Tri Player Animations.
Wait a moment. So do you have the animations working outside of the BRRES viewer? Because that is the issue I am currently running into at the moment. I'd like to do the following:shakotay2 wrote:thx for uploading the brres files!
npc001.brres and mot_plcom.brres
first one is the skeleton with mesh, 2nd one the ani file, correct?
Seems I can't follow some of your explanations from the OP:I can't export the animations with BRRES viewer as MD5Anim, only as PSA.SaucyMonkey wrote:I then go to extract the animation from the BRRES viewer as a MD5Anim which is loaded up just fine in Noesis... except one issue. The skeleton is clearly there and when I export it to maya it is still there. The issue is that most of the hierarchy of the skeleton seems to have clumped up.
npc001 skeleton can be exported as MD5Mesh and be loaded into Noesis, as you wrote.
Converted to smd it can be imported to blender where the hierarchy seems to be ok:don't understand. Where is that option to be set in the viewer 1.3.1?I should also mention that in the BRRES viewer that if that option isn't selected it does the same thing.
1) Take the model and place it into Maya (Done)
2) Take an animation and put it into Maya (Done)
3) Stop the animation from getting clumped up like in the screenshot
4) Play the animation on the model.
The option in the BRRES Viewer that needs to be selected for the animations to play is "Play Rotations Only" otherwise the joints start to clump up together. Though I wish I knew the official term for it. Even when I export as PSA I seem to run into the same issue. Thanks by the way for the effort. Hopefully we'll be able to figure this out.
http://postimg.org/image/v5t9umnf7/ - Play Rotations Only is On
http://postimg.org/image/yotkykky1/ - Play Rotations Only is Off
- shakotay2
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Re: Maya, Noesis & MH Tri Player Animations.
nope - I moved the bones manually in blender's posing mode.SaucyMonkey wrote:Wait a moment. So do you have the animations working outside of the BRRES viewer?
well, ok, I'd to load the anim and the model, then select them to have the Animation menu point being ungrayed.The option in the BRRES Viewer that needs to be selected for the animations to play is "Play Rotations Only"
all I get is moving red bones...as a MD5Anim which is loaded up just fine in Noesis
Last edited by shakotay2 on Wed Jun 24, 2015 9:49 pm, edited 1 time in total.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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SaucyMonkey
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Re: Maya, Noesis & MH Tri Player Animations.
With the BRRES Viewer there is an option to export the animations as an MD5 with the BRRES Viewer version 1.3.1. Hopefully that helps. If you need a download link to the latest viewer i'll upload it and send it if you can't find it.shakotay2 wrote:nope - I moved the bones manually in blender's posing mode.SaucyMonkey wrote:Wait a moment. So do you have the animations working outside of the BRRES viewer?
well, ok, I'd to load the anim and the model, then select them to have the Animation menu point being ungrayed.The option in the BRRES Viewer that needs to be selected for the animations to play is "Play Rotations Only"
The animation menu will be ungrayed when you load up a model first and then you select the animations from the list.
- shakotay2
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Re: Maya, Noesis & MH Tri Player Animations.
yeah, I know that. But as you can read from my "simultaneous" edit
in my previous post
I don't get the md5anim working in Noesis except moving white dots connected by red lines (not the bones I guess).
So what does
I don't get the md5anim working in Noesis except moving white dots connected by red lines (not the bones I guess).
So what does
exactly mean?as a MD5Anim which is loaded up just fine in Noesis
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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SaucyMonkey
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Re: Maya, Noesis & MH Tri Player Animations.
Well, it means that Noesis can read the MD5Anim. Not that the skeleton is actually doing what it should be doing. In one of my previous images I posted here it shows what the skeleton is doing.shakotay2 wrote:yeah, I know that. But as you can read from my "simultaneous" editin my previous post
I don't get the md5anim working in Noesis except moving white dots connected by red lines (not the bones I guess).
So what doesexactly mean?as a MD5Anim which is loaded up just fine in Noesis
If I upload into Maya as a PSA then I don't get any information but as an MD5 I can at least see the skeleton but the problem remains that the joints are bunched up together and I simply don't know how to fix that problem in Maya.
In the BRRES viewer it's fixed by using the "Play Rotations Only" option but I don't think Noesis or Maya have that same function and if they do then i'd love to know where it is.
The Red Line is the skeleton information. The dot represents the joints.
- shakotay2
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Re: Maya, Noesis & MH Tri Player Animations.
yep, I saw the pics.SaucyMonkey wrote:In one of my previous images I posted here it shows what the skeleton is doing.
talking about Noesis, too?but as an MD5 I can at least see the skeleton but the problem remains that the joints are bunched up together
From the md5anim file we can see that there's 25 joints, maybe 1 or two are helpers, one is root:The Red Line is the skeleton information. The dot represents the joints.
hierarchy {
"npc001" -1 63 0
"NULL" 0 63 6
"COG" 1 63 12
"BD-00" 2 63 18
"BD-01" 3 63 24
"AL-00" 4 63 30
"AL-01" 5 63 36
"AL-02" 6 63 42
"AL-03" 7 63 48
"AR-00" 4 63 54
"AR-01" 9 63 60
"AR-02" 10 63 66
"AR-03" 11 63 72
"NK-00" 4 63 78
"HD-00" 13 63 84
"ROBE-00" 4 63 90
"ROBE-01" 15 63 96
"WST-00" 2 63 102
"LL-00" 17 63 108
"LL-01" 18 63 114
"LL-02" 19 63 120
"LR-00" 17 63 126
"LR-01" 21 63 132
"LR-02" 22 63 138
"KISERU" 0 63 144
}
From this pic you can see there's only 5 joints. For me this is far from "loaded fine".
Or did you mean "loaded but with the joints bunched up"?
(Maybe try another md5anim importer?)
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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SaucyMonkey
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Re: Maya, Noesis & MH Tri Player Animations.
Baby steps is how I looked at it when I said that it "loaded fine". Better then not loading at all but... still if I can't get the animation to stop scrunching up then it may as well not load at all.shakotay2 wrote:yep, I saw the pics.SaucyMonkey wrote:In one of my previous images I posted here it shows what the skeleton is doing.
talking about Noesis, too?but as an MD5 I can at least see the skeleton but the problem remains that the joints are bunched up together
From the md5anim file we can see that there's 25 joints, maybe 1 or two are helpers, one is root:The Red Line is the skeleton information. The dot represents the joints.
hierarchy {
"npc001" -1 63 0
"NULL" 0 63 6
"COG" 1 63 12
"BD-00" 2 63 18
"BD-01" 3 63 24
"AL-00" 4 63 30
"AL-01" 5 63 36
"AL-02" 6 63 42
"AL-03" 7 63 48
"AR-00" 4 63 54
"AR-01" 9 63 60
"AR-02" 10 63 66
"AR-03" 11 63 72
"NK-00" 4 63 78
"HD-00" 13 63 84
"ROBE-00" 4 63 90
"ROBE-01" 15 63 96
"WST-00" 2 63 102
"LL-00" 17 63 108
"LL-01" 18 63 114
"LL-02" 19 63 120
"LR-00" 17 63 126
"LR-01" 21 63 132
"LR-02" 22 63 138
"KISERU" 0 63 144
}
From this pic you can see there's only 5 joints. For me this is far from "loaded fine".
Or did you mean "loaded but with the joints bunched up"?
(Maybe try another md5anim importer?)
The joints are actually there but they're literally balled up together at a particular spot for some reason. From your picture that is what we're left with in Noesis. Again Mr.Adults hits the nail on the head here with this post: viewtopic.php?p=90014 but I just don't know how to do what he suggested.
You can test this by placing it into Blender or Maya and simply looking through the bone hierarchy.
I'm going to go ahead and try a different md5anim importer but... I can almost promise the results will be the same since this is how it loads up in maya as an FBX as well. Also, I want to say thank you for spending the time on working with me on this. The answer is somewhere! Anywho, i'll report back if another md5anim importer works or not.
- shakotay2
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Re: Maya, Noesis & MH Tri Player Animations.
nor do I - that's a known problem with some of MrAdult's commentsSaucyMonkey wrote:Again Mr.Adults hits the nail on the head here with this post: viewtopic.php?p=90014 but I just don't know how to do what he suggested.
btw: just to inform you, the numverts of the three meshes in npc001.md5mesh
seem to be wrong for some reason:
7521 -> 1792
234 -> 57
84 -> 32
I've found a MD5Modelloader project on my harddisk. Animation is clumped as with brres viewer with Play rotations only
unchecked but here we have a C-source:
You do not have the required permissions to view the files attached to this post.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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SaucyMonkey
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Re: Maya, Noesis & MH Tri Player Animations.
Wait a sec. Were you getting clumped animations with the BRRES Viewer option "Play Rotations Only" on? Because that shouldn't happen.shakotay2 wrote:nor do I - that's a known problem with some of MrAdult's commentsSaucyMonkey wrote:Again Mr.Adults hits the nail on the head here with this post: viewtopic.php?p=90014 but I just don't know how to do what he suggested.(because often advanced knowledges is required to understand him)
btw: just to inform you, the numverts of the three meshes in npc001.md5mesh
seem to be wrong for some reason:
7521 -> 1792
234 -> 57
84 -> 32
I've found a MD5Modelloader project on my harddisk. Animation is clumped as with brres viewer with Play rotations only
unchecked but here we have a C-source:
Well at this point we can safely assume then that the exporter is working fine truthfully. We know that the bones are there... I also came across something interesting for Maya.
http://download.autodesk.com/us/maya/20 ... =d0e335174
Except...THE OPTION ISN'T THERE FOR MAYA 2014 under skeleton! I highly doubt they deprecated it but if someone knows where the Joint Rotations Only option is then please list it!
- shakotay2
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Re: Maya, Noesis & MH Tri Player Animations.
nope. Unchecked means: 'off'SaucyMonkey wrote:Wait a sec. Were you getting clumped animations with the BRRES Viewer option "Play Rotations Only" on?
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
Some things will never change.
"You quoted the whole thing, what a mess."
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SaucyMonkey
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Re: Maya, Noesis & MH Tri Player Animations.
Gotcha. What we really need is someone to decrypt what Mr.Adults said here.shakotay2 wrote:nope. Unchecked means: 'off'SaucyMonkey wrote:Wait a sec. Were you getting clumped animations with the BRRES Viewer option "Play Rotations Only" on?
viewtopic.php?p=90014
It's evident that this must be the key.
