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Re: Resident Evil animations

Posted: Mon Feb 13, 2017 5:30 pm
by daemon1
This is a video tutorial how to do it in blender. Hope this helps.

https://youtu.be/URf49Eo8B0U

Image

The second bone next to knee is helper bone to make more natural body twists.

Re: Resident Evil animations

Posted: Mon Feb 13, 2017 10:27 pm
by rubening
daemon1 wrote:This is a video tutorial how to do it in blender. Hope this helps.

https://youtu.be/URf49Eo8B0U

Image

The second bone next to knee is helper bone to make more natural body twists.

i get error , version 6100 unsupported, must be 7100 or later. what does this mean? the fbx version?.

strange i just exported the fbx with the noesis last version as you said...

Re: Resident Evil animations

Posted: Mon Feb 13, 2017 11:16 pm
by volfin
use this export option in Noesis:
-fbxnewexport - exports current fbx format instead of legacy.

Re: Resident Evil animations

Posted: Mon Feb 13, 2017 11:33 pm
by rubening
volfin wrote:use this export option in Noesis:
-fbxnewexport - exports current fbx format instead of legacy.
sorry couldnt find that.


checking, the re5 anims tool i get this message ->

http://imgur.com/a/j3bcG

is it normal? to get that many unsupported tracks? , here thers no error , ican export and i can even load it in noesis.

but

i tried to export the pl03action.lmt

and i get this error

http://imgur.com/a/rYluV


, about to get the smds separatedly of each animation i think will be usefull. if its not too much work than you already did.

Re: Resident Evil animations

Posted: Tue Feb 14, 2017 3:57 am
by volfin
Image

you enter it in the export pane. the "Advanced Options" button lists all the possible advanced options, it's in there. If not, might be your Noesis needs updated.

Re: Resident Evil animations

Posted: Tue Feb 14, 2017 12:16 pm
by rubening
volfin wrote:Image

you enter it in the export pane. the "Advanced Options" button lists all the possible advanced options, it's in there. If not, might be your Noesis needs updated.

aha! Cool , i found it! thank you!

Re: Resident Evil animations

Posted: Tue Feb 14, 2017 9:29 pm
by daemon1
Yes, its normal to get that many unsupported tracks. As I said, many bones are not supported.

but pl03action.lmt error is not. I'll check it later.

Re: Resident Evil animations

Posted: Thu Feb 16, 2017 1:10 pm
by rubening
http://imgur.com/a/wgkdZ

i first imported the fbx of the model chris. then i do make new armature on the smd import of the animation, it takes a time but its imported 90degree rotated. and the chris was correctly imported. i dont know what to do ...

Re: Resident Evil animations

Posted: Thu Feb 16, 2017 4:13 pm
by daemon1
rubening wrote:http://imgur.com/a/wgkdZ

i first imported the fbx of the model chris. then i do make new armature on the smd import of the animation, it takes a time but its imported 90degree rotated. and the chris was correctly imported. i dont know what to do ...
you need to rotate skeleton like i showed it in the video. Also scale the model or skeleton with "S" key and hold CTRL to make it precise.

Re: Resident Evil animations

Posted: Sat Feb 18, 2017 7:06 am
by daemon1
New version that will not fail on pl03action.lmt

Re: Resident Evil animations

Posted: Sun Feb 19, 2017 6:46 pm
by Meguido
Hey, first thing first:
Thank you very much for this! it's like a dream come true ^^

But I must be doing something wrong. Whenever i try to use it i get an error like this:

Code: Select all

SystemOverflowException in Re5Anims.Re5Anims.Main<String[] args>
Tried in win7 and win8.1 dunno if that's a problem? but get the same error in both.
This is the line i tried to use

Code: Select all

re5anims pl0200_00.lmt pl0200.mod
Tried with some others LMTs but still the same error.

Re: Resident Evil animations

Posted: Sun Feb 19, 2017 7:10 pm
by daemon1
Meguido wrote:Thank you very much for this! it's like a dream come true ^^
I wish I could make more such dreams. This one only took a week to make :)
Meguido wrote:But I must be doing something wrong. Whenever i try to use it i get an error like this:
No idea. Your command is correct. Its supposed to work like this. I have win7.

Re: Resident Evil animations

Posted: Sun Feb 19, 2017 8:44 pm
by MarioSonicU
I'm curious, will this work for other MT Framework games with the .lmt motion files?

Re: Resident Evil animations

Posted: Sun Feb 19, 2017 8:47 pm
by daemon1
MarioSonicU wrote:I'm curious, will this work for other MT Framework games with the .lmt motion files?
As I understand from Predator's messages, other (than RE) games use different type of rotation compression, so no, this will only work with RE.

Re: Resident Evil animations

Posted: Sun Feb 19, 2017 9:00 pm
by Meguido
daemon1 wrote:No idea. Your command is correct. Its supposed to work like this. I have win7.
Hmm :( Maybe the file type? I mean this works with every version of RE5? PC, XB, PS3? Which one did you tested it with?
daemon1 wrote:As I understand from Predator's messages, other (than RE) games use different type of rotation compression, so no, this will only work with RE.
So this should work with re4 and 6 too?