i wish i knew so much like you guys do, this has to be amazing. apart from extracting and understanding the formats of animations, do you have animation knowledge too?.
damn this (what you're doing) is so nice daemon!
My wish coming true!!
thats so niceee guys!
well soemthing has to do with the feet in game too because i remember with the trainer, when you use the command GHOST to walk through walls you can even go under the ground and in some level your feet can be as high as your hips xD looks kinda funny.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Resident Evil animations
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Resident Evil animations
I know something about animations, but not enough to setup IK constraints properly. Other people said blender is not as good in that as maya or max. So this is what I'm getting now.
https://youtu.be/EIHqSm4Ya08
https://youtu.be/EIHqSm4Ya08
- PredatorCZ
- mega-veteran
- Posts: 291
- Joined: Mon Apr 21, 2014 8:32 pm
- Has thanked: 11 times
- Been thanked: 256 times
- Contact:
Re: Resident Evil animations
Thats looks like IK alright. In LP2, IK chains along with ragdoll definition are stored in tools/havok, they are stored in .mse whinch is general scripting format.rubening wrote:feet can be as high as your hips xD looks kinda funny.
I did not found these files in RE5 archives so far, but maybye Im searching in wrong place.
Anyway I remember you had some similar post about LMT importer/converter on RE Modding forum, it was like 7 years ago, I found it, still no replys btw.
Re: Resident Evil animations
I have looked into RE3 animations in the past, some of them also make use of IK for feet placement. So far I have
only got animations that does not use IK working right.
https://youtu.be/U6RTqJDb5Mc
only got animations that does not use IK working right.
https://youtu.be/U6RTqJDb5Mc
-
- beginner
- Posts: 38
- Joined: Mon Jun 28, 2010 6:47 pm
- Has thanked: 13 times
- Been thanked: 1 time
Re: Resident Evil animations
thats really nice! well if its too complicated, we can always fix the feet manually.daemon1 wrote:I know something about animations, but not enough to setup IK constraints properly. Other people said blender is not as good in that as maya or max. So this is what I'm getting now.
https://youtu.be/EIHqSm4Ya08
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Resident Evil animations
oh it was just a little mistake in code. Now it works:rubening wrote:thats really nice! well if its too complicated, we can always fix the feet manually.
https://youtu.be/3ekfUd_oQv8
-
- beginner
- Posts: 38
- Joined: Mon Jun 28, 2010 6:47 pm
- Has thanked: 13 times
- Been thanked: 1 time
Re: Resident Evil animations
NOOOOOOOOOOOOOOOOOO HAHAHAHA SOOO NICEEEEE DAEMON!! thank you so much for making me see this.daemon1 wrote:oh it was just a little mistake in code. Now it works:rubening wrote:thats really nice! well if its too complicated, we can always fix the feet manually.
https://youtu.be/3ekfUd_oQv8
i hope to export those animations soon:D
about his right hand, thats being caused because he needs a weapon i think.
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Resident Evil animations
yes i think the tool will be ready very soon, at least some test version. May not export all anims, but at least some human ones.
-
- beginner
- Posts: 38
- Joined: Mon Jun 28, 2010 6:47 pm
- Has thanked: 13 times
- Been thanked: 1 time
Re: Resident Evil animations
yeppa biped are the most important!.daemon1 wrote:yes i think the tool will be ready very soon, at least some test version. May not export all anims, but at least some human ones.
thank you really! that was amazing.
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Resident Evil animations
A taste of things to come. 1/5 of animations from action pack in one video:
https://youtu.be/EhQ-6RW3sj0
I will publish the test tool today
https://youtu.be/EhQ-6RW3sj0
I will publish the test tool today
-
- beginner
- Posts: 38
- Joined: Mon Jun 28, 2010 6:47 pm
- Has thanked: 13 times
- Been thanked: 1 time
Re: Resident Evil animations
daemon1 wrote:A taste of things to come. 1/5 of animations from action pack in one video:
https://youtu.be/EhQ-6RW3sj0
I will publish the test tool today
dude i'm in love with re5 animations.. do you think they were made by motion capture? they look too real to be keyframe work!
great ill be checking the forum to download and give it a try:D
by the way , how you ported the model into blender? is there any tool to port it to 3dmax or maya instead?
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Resident Evil animations
Test tool Now all node/compression types are supported, so some animations will look funny, some will fail in the middle. But most player animations are working correctly. Soon I will support more types.
Usage: drag .LMT file onto the tool (or use with 1 parameter from command line).
A model file named as model.mod must be in the same dir.
This will produce all animations combined in 1 SMD file.
To attach animations to model, it must have bones named like bone0, bone1, etc. I used latest NOESIS export to FBX. After connection, you must create IK constraints connecting right toe to "atarget1" bone, left toe to "atarget2", with chain length 3, both position and rotation. No idea how its done in maya or max, but hopefully the same as in blender.
Usage: drag .LMT file onto the tool (or use with 1 parameter from command line).
A model file named as model.mod must be in the same dir.
This will produce all animations combined in 1 SMD file.
To attach animations to model, it must have bones named like bone0, bone1, etc. I used latest NOESIS export to FBX. After connection, you must create IK constraints connecting right toe to "atarget1" bone, left toe to "atarget2", with chain length 3, both position and rotation. No idea how its done in maya or max, but hopefully the same as in blender.
Last edited by daemon1 on Sat Feb 11, 2017 8:47 pm, edited 1 time in total.
-
- beginner
- Posts: 38
- Joined: Mon Jun 28, 2010 6:47 pm
- Has thanked: 13 times
- Been thanked: 1 time
Re: Resident Evil animations
daemon1 wrote:Test tool Now all node/compression types are supported, so some animations will look funny, some will fail in the middle. But most player animations are working correctly. Soon I will support more types.
Usage: drag .LMT file onto the tool (or use with 1 parameter from command line).
A model file named as model.mod must be in the same dir.
This will produce all animations combined in 1 SMD file.
To attach animations to model, it must have bones named like bone0, bone1, etc. I used latest NOESIS export to FBX. After connection, you must create IK constraints connecting right toe to "atarget1" bone, left toe to "atarget2", with chain length 3, both position and rotation. No idea how its done in maya or max, but hopefully the same as in blender.
NICE THANK YOU MATE!, this is amazing. im gona try to find someone who can help me to do that attaching those bones. with chain length 3.
-
- beginner
- Posts: 34
- Joined: Tue Jul 22, 2014 5:41 pm
- Has thanked: 19 times
- Been thanked: 9 times
Re: Resident Evil animations
Great work!
I tried loading a player .lmt into maya to test how to setup the solver:
https://www.youtube.com/watch?v=k8zm1Ys ... e=youtu.be
Still having some trouble with feet sliding and odd toe rotation, not sure if its the IK solver or the actual data, i will test more once i get time. But still amazing work as always
I tried loading a player .lmt into maya to test how to setup the solver:
https://www.youtube.com/watch?v=k8zm1Ys ... e=youtu.be
Still having some trouble with feet sliding and odd toe rotation, not sure if its the IK solver or the actual data, i will test more once i get time. But still amazing work as always
-
- MEGAVETERAN
- Posts: 2647
- Joined: Tue Mar 24, 2015 8:12 pm
- Has thanked: 65 times
- Been thanked: 2870 times
Re: Resident Evil animations
These are because of unsupported data types. Don't try these yet.Highflex wrote:Still having some trouble with feet sliding and odd toe rotation