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Bioshock infinite animations (morpheme)

Posted: Mon Aug 29, 2016 7:04 pm
by daemon1
After making tools for Overwatch & Black Ops III animations, I decided to try something really hard. So this is the tool for Morpheme animations from Bioshock infinite.

https://www.youtube.com/watch?v=zBG65TvtucY

How to use it:

1. extract .morphemeanimset and .morphemeanimsequence files from package with gildor's extract tool
2. use bsi_anim tool on .morphemeanimsequence files to convert animations to .SMD
- Use batch command to convert all files at once (for %a in (*.morpheme*) do bsi_anim "%a")
- animsets are needed for skeleton structure and initial pose, so keep them as they are, in a root folder for each animation set.
3. load the corresponding model into editor, load and apply SMD animation to it.
- animations in UE3 are left-handed, so you need to mirror the model or the animation before applying it.

Important notes and restrictions:
- animation type 2 not supported (usually used for short or very simple animations)
- spline rotations not supported (haven't seen any of this type yet)
- in some files you may encounter interpolation problems. I have to time to fix it properly yet, so for now you can add extra parameter to the command line, and this will turn time-expanding off, this will fix the issue.

Re: Bioshock infinite animations (morpheme)

Posted: Wed Sep 07, 2016 8:01 pm
by artmancarver
Holy shit, i never tought i see the day when Morpheme got decoded. This is awesome!

Do you think you can take a look at Enslaved Odyssey to the West? It's simmilar to Bioshock Infinite with Unreal Engine 3 and Morpheme.

Re: Bioshock infinite animations (morpheme)

Posted: Thu Sep 08, 2016 4:13 pm
by daemon1
artmancarver wrote:Do you think you can take a look at Enslaved Odyssey to the West?
Maybe. I can look at some examples, if you have them. Maybe they are not even different from bioshock.

Re: Bioshock infinite animations (morpheme)

Posted: Fri Sep 09, 2016 11:51 am
by artmancarver
daemon1 wrote:
artmancarver wrote:Do you think you can take a look at Enslaved Odyssey to the West?
Maybe. I can look at some examples, if you have them. Maybe they are not even different from bioshock.
Just tell me what kind of examples do you need and i will upload them somewhere.

Re: Bioshock infinite animations (morpheme)

Posted: Fri Sep 09, 2016 4:09 pm
by daemon1
.morphemeanimset and .morphemeanimsequence files

Re: Bioshock infinite animations (morpheme)

Posted: Fri Sep 09, 2016 10:26 pm
by artmancarver
Ok, here is an archive, PC version of the game. I included: 1 .morphemeanimset, 6 .morphemeanimsequence, a skeletal mesh of a model that is associated with those animations. Also in binaries folder there was a lot of develpments stuff, i included a various executables and dll's. those seems to be a part of morpheme SDK, tought they would be useful to you. I can drop the entire binaries folder if you want.

https://www.dropbox.com/s/zfvydg8dzly7k ... f.zip?dl=0

Re: Bioshock infinite animations (morpheme)

Posted: Sun Sep 11, 2016 8:38 am
by daemon1
These files look too much different from bioshock morpheme version. To make this work, I need to start it all from scratch. I don't have time for this now.

Re: Bioshock infinite animations (morpheme)

Posted: Sun Sep 11, 2016 9:39 am
by artmancarver
daemon1 wrote:These files look too much different from bioshock morpheme version. To make this work, I need to start it all from scratch. I don't have time for this now.
Ok i understand. Thanks for taking time to look at it.

Thanks for making Bioshock Infinite animations working, that's a huge thing on its own regardless!

Re: Bioshock infinite animations (morpheme)

Posted: Fri Jun 10, 2022 11:14 pm
by WalterNEST
I am fruitlessly trying to figure out from which package can I extract .morphemeanimset and .morphemeanimsequence - I used Gildor's uModel to extract all the packages, but after searching the 80GB of files it produced there is no .morphemeanimset or even anything similarly named. It seems the instructions in the first step are missing something.