Important information: this site is currently scheduled to go offline indefinitely by end of the year.

MT Framework import tools

Post questions about game models here, or help out others!
User avatar
PredatorCZ
mega-veteran
mega-veteran
Posts: 291
Joined: Mon Apr 21, 2014 8:32 pm
Has thanked: 11 times
Been thanked: 256 times
Contact:

Re: MT Framework import tools

Post by PredatorCZ »

So, I had looked on pl models from RE6 and they use mesh presets.
Apologies, I have never imported any pl model from MTF2 games, so I assumed they use bones like rest.

Image
mwesten1
n00b
Posts: 15
Joined: Fri Jul 08, 2016 8:27 pm
Has thanked: 4 times

Re: MT Framework import tools

Post by mwesten1 »

Zombieali2000 wrote:
Tosyk wrote:
PredatorCZ wrote:MT Framework doesn't use morph targets, everything is animated via bones.
doesn't it use a bunch of palm models for different states?
That is indeed correct,
games like, RE6 , REV2, RE1 & 0 HD all use this method for animation hands. (A little annoying)
yes but not resident evil 5. for now i am working on getting out wesker boss animations but i looked at player animations and his hands werent animated. besides i have no idea where to look for hand stances
User avatar
PredatorCZ
mega-veteran
mega-veteran
Posts: 291
Joined: Mon Apr 21, 2014 8:32 pm
Has thanked: 11 times
Been thanked: 256 times
Contact:

Re: MT Framework import tools

Post by PredatorCZ »

mwesten1 wrote: yes but not resident evil 5. for now i am working on getting out wesker boss animations but i looked at player animations and his hands werent animated. besides i have no idea where to look for hand stances
It's a shot in a dark, but did you tried to load weapon animation itself to playermodel? Just a guess, I cannot test it now.
mwesten1
n00b
Posts: 15
Joined: Fri Jul 08, 2016 8:27 pm
Has thanked: 4 times

Re: MT Framework import tools

Post by mwesten1 »

PredatorCZ wrote:
mwesten1 wrote: yes but not resident evil 5. for now i am working on getting out wesker boss animations but i looked at player animations and his hands werent animated. besides i have no idea where to look for hand stances
It's a shot in a dark, but did you tried to load weapon animation itself to playermodel? Just a guess, I cannot test it now.
i will try to look there. for now i am focused on wesker boss. and he doesnt have all melee moves... rest is on player one i suppose. and funny thing skeletons arent the same...

yes arent same skeletons... half of the moves are missing... but they are ingame....

https://www.youtube.com/watch?v=mvhQY1BOpMs&t=411s

for instance in this video tiger uppercut is done. while in wesker boss animations there are no tiger uppercut move. and if i try to put playr tiger uppecut, my skeleton is all messed up. i am confused
JTegh
ultra-n00b
Posts: 2
Joined: Sun Feb 27, 2011 4:47 pm
Has thanked: 1 time

Re: MT Framework import tools

Post by JTegh »

PredatorCZ wrote:
mwesten1 wrote: yes but not resident evil 5. for now i am working on getting out wesker boss animations but i looked at player animations and his hands werent animated. besides i have no idea where to look for hand stances
It's a shot in a dark, but did you tried to load weapon animation itself to playermodel? Just a guess, I cannot test it now.
I don't know about wesker boss, but in the case of player hand animations they're located in the same file as the rest of the weapon animations...

idle animation:
https://i.gyazo.com/f86184c6de42c584691 ... 9ab53c.jpg

idle with hand poses applied over it:
https://i.gyazo.com/dadd5d253a5b66540b0 ... cecd84.jpg

these came from Pl00wp02.lmt
with the first sequence ID being the idle animation and the last sequence animation being the pose for both hands...

edit:
Boss wesker has hands in for some of his animations...
so I'm not sure which animations mwesten1 was talking about
https://i.gyazo.com/e60c5d9b1306f43e666 ... eb7e0e.jpg
User avatar
Meguido
beginner
Posts: 21
Joined: Sun Sep 07, 2014 1:33 pm
Has thanked: 18 times
Contact:

Re: MT Framework import tools

Post by Meguido »

Was wondering if somebody managed to find the animations in RE5 or RE6 of using ladders (going up and down) and opening doors (basic arm movement and kicking it out)
I can't seem to find 'em :scaredy:
User avatar
PredatorCZ
mega-veteran
mega-veteran
Posts: 291
Joined: Mon Apr 21, 2014 8:32 pm
Has thanked: 11 times
Been thanked: 256 times
Contact:

Re: MT Framework import tools

Post by PredatorCZ »

BETA 2 has been released.

Added MOD support for Mercenaries 3d, Dragon's Dogma and Capcom vs Marvel 3 (UCvsM3)
Fixed inverted faces for pc versions
Added full support for Resident Evil 6 skinned models.
Added support for 64 bit versions (so far UCvsM3 only as I know)
Fixed Dragons Dogma animations to be loadable, but wrongly offsetted (rotations only, not known fix for now).
Note: UCvsM3 animations can be loaded, but thats all.
Zombieali2000
beginner
Posts: 32
Joined: Sun Sep 07, 2014 11:07 pm
Has thanked: 16 times
Been thanked: 3 times
Contact:

Re: MT Framework import tools

Post by Zombieali2000 »

Arghh! :D :D
Mercenaries 3D works Great! Thanks!
ImageImageImageImage
Sante et longevite www.viagrasansordonnancefr.com le choix des francais
neociano
ultra-n00b
Posts: 3
Joined: Sun Mar 12, 2017 1:08 pm

Re: MT Framework import tools

Post by neociano »

thank you sir!! we thought no one would show UMVC3 any love!!! i am going to be actively using this, and I just wanted to know what you meant by loading animation only? the animations cannot be removed? or?
Ronny
ultra-n00b
Posts: 8
Joined: Fri Jun 09, 2017 3:33 pm
Has thanked: 3 times

Re: MT Framework import tools

Post by Ronny »

Could you create a tool for 3dsmax to support models and animations from Bayonetta 2 also.

samples: https://drive.google.com/open?id=0Bxxk4 ... UpjQ2xtbm8
Darko
double-veteran
double-veteran
Posts: 723
Joined: Mon Jul 13, 2009 6:16 pm
Has thanked: 72 times
Been thanked: 138 times

Re: MT Framework import tools

Post by Darko »

Bayonetta 2 is not a mt framewprk game.
Image
Ronny
ultra-n00b
Posts: 8
Joined: Fri Jun 09, 2017 3:33 pm
Has thanked: 3 times

Re: MT Framework import tools

Post by Ronny »

The any kind of maxscript or plugin?anything?
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: MT Framework import tools

Post by Tosyk »

Ronny wrote:The any kind of maxscript or plugin?anything?
this thread is about MT Framework engine only.
Thank you for all you do here
my blog | my forum
EternalYoshiSWF
ultra-n00b
Posts: 3
Joined: Fri Oct 24, 2014 10:26 pm
Has thanked: 2 times

Re: MT Framework import tools

Post by EternalYoshiSWF »

I'm deeply grateful for the fact that the Steam Version of Ultimate Marvel Vs Capcom 3 is getting model love. I really am, but there are some problems that need to be resolved before the modding community for the game can use these models for anything outside of texture previews.

The big thing is that the skin information isn't correct. The rigs come out are wrong and it's especially noticeable on dangly parts, such as Capes, Jackets, tails, etc. And considering that this is a game with Superheroes and Supervillians........


Here's an example using Frank West and his Camera. The bone I'm moving is only supposed to move the Camera and Strap.

Image

And here he may as well have a Queen Bee bursting out like the alien baby burst out of Ripley.

There's more(animations and exports), but I want to take this one step at a time.
User avatar
Tosyk
double-veteran
double-veteran
Posts: 1027
Joined: Thu Oct 22, 2009 10:24 am
Location: Russia, Siberia
Has thanked: 269 times
Been thanked: 154 times
Contact:

Re: MT Framework import tools

Post by Tosyk »

EternalYoshiSWF wrote:Here's an example using Frank West and his Camera. The bone I'm moving is only supposed to move the Camera and Strap
are you sure about this? for me this chest part may move along with camera and straps just fine.
Thank you for all you do here
my blog | my forum
Post Reply