Page 6 of 9
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
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
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
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:
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
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?