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Resident Evil animations

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PredatorCZ
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote:As I understand, you're not going to do RE5/6 animations. I'm thinking... maybe start from RE7 ?
I will try research RE5/RE6/DMC4/LP/LP2/RER if I figure out type 6 and 7 rotation blocks, where Im still stuck at.
RE7 does not use MT Framework, but RE Engine, if it uses same animation format is unknown to me, but I think not.
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Re: Resident Evil animations

Post by daemon1 »

PredatorCZ wrote:I will try research RE5/RE6/DMC4/LP/LP2/RER if I figure out type 6 and 7 rotation blocks, where Im still stuck at
I thought you found all the bits... You probably don't know the unpacking formula? It can be quite different from what I've seen in other games. The best way would be going to debugger and see how its actually unpacked.
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote: I thought you found all the bits... You probably don't know the unpacking formula? It can be quite different from what I've seen in other games. The best way would be going to debugger and see how its actually unpacked.
I only assumed how it should have looked I only, know type 6 is 17/17/17/5/8 bits but have problem with seeing any nice result to reference quaternion in quat or euler, tried radtodeg, quat normalization with 4th component set on 1.f, I can only assume at this point.

As far as debug, I don't have nor can find any pdb symbols for any game, so debugging ~15MB exe is impossible task for me, since Im very lite beginner to debugging and without pseudocode plugin im hopeless to find anything.
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Re: Resident Evil animations

Post by rubening »

daemon1 wrote:As I understand, you're not going to do RE5/6 animations. I'm thinking... maybe start from RE7 ?
lol no please. re7 animations are not as good as re5/6...

so its predator doing it or you? predator got anything working from re5??

lil bit offtopic here: do you know if mortal kombat x animations can be exported ? i tried to find in google but no results about animations, just models maybe you guys know something about that?
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Re: Resident Evil animations

Post by PredatorCZ »

rubening wrote:predator got anything working from re5??
As far for MTF v1 its scale, position and some rotations, far from finished yet.
rubening wrote:do you know if mortal kombat x animations can be exported ?
This game uses Morpheme, right?
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Re: Resident Evil animations

Post by daemon1 »

I'm not doing anything yet, because if PredatorCZ will do it, there's no reason to do it twice.

I did morpheme animation export before. Required some debugging for quat decompression and weird mix of global/local encoded bones.
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Re: Resident Evil animations

Post by Gistix »

I did not have much luck with RE5 bufferTypeID 6, I have tried both solutions posted here.
None of them gives me a valid quaternion, either the components are zero or they are greater than 1.0, making the quaternion not normalized, It is very possible that I'm doing something wrong tho...

I attached a dump file full of bufferTypeID 6 frames, If someone is willing to take a look.
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Re: Resident Evil animations

Post by daemon1 »

Ok I'll try making RE5 export myself.
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Re: Resident Evil animations

Post by daemon1 »

Gistix wrote:I attached a dump file full of bufferTypeID 6 frames
I have no idea what are you doing, but i just took the first quat from this file, and its normalized.
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Re: Resident Evil animations

Post by daemon1 »

ok this is what I'm getting after only 2 hours of work. Head/hands are moving correctly, but legs are wrong. It can't be just by accident. I think this is caused by wrong model export. I took pl0500.mod and applied one of pl00action.lmt animations to it. You can even see that one of his eyes and some pixels from palm and back are always in the rest pose.

https://youtu.be/KO6sOwdPbEg

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Re: Resident Evil animations

Post by PredatorCZ »

What model converter are you using, does it do bone remap?
I recommend you use surveyors mod2max.exe, it applies bone remap.
Noesis does not use remap btw.

Anyway, yesterday I was looking into LP exe and luckily found upacking formula for both type 6 and type 7. But, its so weird to me I cant understand whats going on there. Funny thing they are using SSE instructions. Im not sure but they unpack it in render runtime whinch is interesting. Also type 6 formula is almost 1000 lines long, it uses at least 4 unpack cases.

Anyone familiar with this conversion formula?
I am posting sorta pseudocode I made today, its not comlete btw.

EDIT: Type 6 is now fully readable.
Last edited by PredatorCZ on Sun Feb 12, 2017 9:47 pm, edited 3 times in total.
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Re: Resident Evil animations

Post by daemon1 »

PredatorCZ wrote:What model converter are you using, does it do bone remap?
I recommend you use surveyors mod2max.exe, it applies bone remap.
I applied bone remap myself, it only took 5 minutes.

Now I understand why RE5 animations were not done before. The problem here is they used IK on the feet. And its not easy to export. I had no time to build proper IK chain and just quickly connected heels to toes. Thus feet are distorted on this new video.

https://youtu.be/jXinGPX6nrU

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PredatorCZ wrote:Funny thing they are using SSE instructions. Im not sure but they unpack it in render runtime whinch is interesting.
Its usual. Everybody's using SSE for rotation unpacking nowadays, and its always done on runtime. But RE5 animations are different from all other MT games. They decided to use already unpacked quats and add IK.
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote:But RE5 animations are different from all other MT games. They decided to use already unpacked quats and add IK.
Ah, that explains why I got so weird rotation results. I wonder how IK can be baked into quat, are they somehow local?
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Re: Resident Evil animations

Post by daemon1 »

PredatorCZ wrote:I wonder how IK can be baked into quat, are they somehow local?
I have no idea what are you talking about ;)

They define global toe position, and heels must be calculated with IK constraint.
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Re: Resident Evil animations

Post by PredatorCZ »

daemon1 wrote:They define global toe position, and heels must be calculated with IK constraint.
That is what I was "talked" about. Sorry for any misunderstanding I was caused, I never looked into IK constraints before. Thanks for clarification.
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