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Resident Evil animations

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PredatorCZ
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Re: Resident Evil animations

Post by PredatorCZ »

Thats becouse Capcom uses sparated body and face models. So they have different lmt files.

Also do you know where I can get that .pdb beuty? :ninja:

rubening wrote: did as you said, worked to import the model but the motion script.
http://imgur.com/a/rbOWH havent worked
You have diferent bone names or nonexistant bone in scene.
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Re: Resident Evil animations

Post by rubening »

so defenitely this script is not working for re5 models. at the moment...
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Re: Resident Evil animations

Post by daemon1 »

Gh0stBlade wrote:Anyway, it looks like I did alter the structs slightly and/or mixed up the facial anim structs with non-face anim structs. It looks like Capcom have two separate animation formats. One for face.lmt the rest for the remaining animations. I'll re-send out the unaltered structs.
Yes, these new structs looks closer to lmt files I studied. But I don't think face/body animations are different. Maybe that was about ingame/cutscene difference?
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Re: Resident Evil animations

Post by PredatorCZ »

Anyway, I decided to post my result of two days of staring into numbers.

Tested on DMC4, Lost Planet, RE5 and Lost Planet 2.

MT Framework 1.x format have almost every block researched exept bufferTypeID: 6 , this one is bugging me off, I can't read data right, Surveyor somehow managed to read those right.

MT Framework 2.x format have more unknown blocks, some are unchanged, but most are quantized, whinch is not big problem. bufferTypeID: 7 is even worse.
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Re: Resident Evil animations

Post by daemon1 »

PredatorCZ wrote:bufferTypeID: 6
its 4 quaternion values each 14 bits, and 1 byte frame as you call it
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote:
PredatorCZ wrote:bufferTypeID: 6
its 4 quaternion values each 14 bits, and 1 byte frame as you call it
Yes, yes, I was hoping it would be bitwised, but I'm used to 3 quaternion, where 4th is computed. So I can bash my head against the wall now. Well now everything is in place, I think MT v1 LMT is fully researched atm.
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Re: Resident Evil animations

Post by daemon1 »

where can i see MT 2 samples?
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote:where can i see MT 2 samples?
It's detected automatically, version 56+, KeyframeDef_v2 struct.
MT 2 are games Lost Planet 2 +, So year 2010 to present.

Here is list of games and engine versions used.
https://en.wikipedia.org/wiki/MT_Framew ... _Framework
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Re: Resident Evil animations

Post by daemon1 »

ok i haven't seen any of type 7 in RE5 yet.

So I think you'll be able to export RE5 animations now, and my help is no longer needed?
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote:ok i haven't seen any of type 7 in RE5 yet.

So I think you'll be able to export RE5 animations now, and my help is no longer needed?
I'm not who started this, I'm just random person who wanted to research LMT just in time when request in MGSV thread was made.
It's a quite coincidense I must say.
Also I'm interested in Lost Planet, maybye DMC4 and definitely Lost Planet 2, So I should try some booze to resolve what 7 is about.
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Re: Resident Evil animations

Post by rubening »

PredatorCZ wrote:
daemon1 wrote:ok i haven't seen any of type 7 in RE5 yet.

So I think you'll be able to export RE5 animations now, and my help is no longer needed?
I'm not who started this, I'm just random person who wanted to research LMT just in time when request in MGSV thread was made.
It's a quite coincidense I must say.
Also I'm interested in Lost Planet, maybye DMC4 and definitely Lost Planet 2, So I should try some booze to resolve what 7 is about.

but could you get re5 animations imported in 3dmax?
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Re: Resident Evil animations

Post by PredatorCZ »

Type 6 does not seem to be 14bit quaternion, however I can confirm its a struct of size 8 Bytes.

Values are probably additive to reference frame or previous frame, like I have noticed in greenorb.lmt::AniBlock[0]::Keyframe[0]::Data[0] where values exept frame are all zeroes.

However when I try compute 4th quat component from Dequant Local variable to check if it is valid quaternion, I get a different result or negative number (without sqrt), whinch in both cases is wrong, maybye Im doing something wrong with sign, or divider.
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Re: Resident Evil animations

Post by daemon1 »

PredatorCZ wrote:Type 6 does not seem to be 14bit quaternion
It is. I read 4 14-bit values, compute square sum of them and its always 1.
Also the values correspond to 4 floats in the beginning of block description (which is i believe the initial frame rotation)
How can it be not quat?

But this is in RE5 files. Maybe you're looking into different game and its type 6 is different.
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote: But this is in RE5 files. Maybe you're looking into different game and its type 6 is different.
Yes, you are right, it only applies on RE5 version (1.4).
DMC4 (1.3), LP (1.2) and LP2 (2.0) are using different (maybye same together) type 6 formats, aah what am I missing?

EDIT:
I just "cracked the code" sorta say, type 6 is just YPR or 3 component quaternion rotation where 1st and 2nd are 17 bits, 3rd is 19 bits, next 3 bits are sign flags and 8 bits are for frame as I call it. Its quite clever I must say, veeery clever. [bruce]
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Re: Resident Evil animations

Post by daemon1 »

As I understand, you're not going to do RE5/6 animations. I'm thinking... maybe start from RE7 ?
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