A tool for previewing/exporting animations from Mortal Kombat X and 11. Seems to work with a good amount of combat and voice-over animations. There is still some non-working stuff.
Johnny Nutpunch
Kitana X-Ray
Mortal Kombat X
How to use
Better watch the tutorial video to understand it. It requires the usage of multiple tools.
Video: https://youtu.be/QeljMCkRF1k
1 ) Move python scripts to Noesis plugins folder
2 ) Export the model you want with umodel (gltf)
3 ) Convert it to NUX using Noesis
4 ) Unpack animations using daemon1's MKX tools
5 ) Copy names.txt file into the unp folder
6 ) Load the NUX model in MKXAnim
7 ) Load the animation from the unp folder
8 ) Export the animated model as NUX
9 ) Preview/convert using Noesis
10) Profit!
Tool and scripts download: http://www.mediafire.com/file/xgu5fus48 ... m.rar/file
daemon1's MKX tools: https://zenhax.com/viewtopic.php?t=851
Mortal Kombat 11
How to use
Mostly the same as the MKX tool. Umodel is replaced with daemon's tool.
1) Move python scripts to Noesis plugins folder
2) Extract models with daemon's tool. Important models are mostly in "GEAR_" files
3) Convert models to NUX using Noesis
4) Unpack the XXX file containing the animations. Mostly "_ScriptAssets" files
4.1) Dragging and dropping the XXX file on daemon's tool will unpack it and produce unp files
5) Drag and drop the unp file on MK11AnimUnpack. This will extract the animations
6 ) Load the NUX model in MK11Anim
7 ) Load the animation from the anim folder
8 ) Export the animated model as NUX
9 ) Preview/convert using Noesis
Old tutorial: https://youtu.be/KcqxbsRcUqk
Just watch like first half of it to see how to use daemon's tools and how to unpack animations. The rest is obsolete and should be done according to the new tutorial.
New tutorial: https://youtu.be/NA1c1-poZZs
You should follow this for converting from SMD/MESH.ASCII to NUX and for scene building.
Tool and unpacker download: https://www.mediafire.com/file/86pcyodn ... 1.rar/file
daemon1's MK11 tools: viewtopic.php?t=20126
Injustice 2
Same as MK11. Use this for unpacking IJ2 animations: viewtopic.php?p=169251#p169251 Also use SMD, because MESH.ASCII doesn't have bone rotations.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Mortal Kombat 11/X Animation Tool
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Re: Mortal Kombat 11/X Animation Tool
Indeed. The MK11 tool also works with Injustice 2. Same procedure using daemon's tools. Just use the attached animation unpacker instead. Thanks to mono24 for samples.
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Re: Mortal Kombat 11/X Animation Tool
I wonder if support for MK9, and MKvsDC animations will work
https://drive.google.com/file/d/11faTYz ... sp=sharing
https://drive.google.com/file/d/1DsoNEw ... sp=sharing
https://drive.google.com/file/d/11faTYz ... sp=sharing
https://drive.google.com/file/d/1DsoNEw ... sp=sharing
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Re: Mortal Kombat 11/X Animation Tool
I think the first samples were MKvsDC. The animation data doesn't seem too complex, but the header and types deviate from MKX/MK11 standard. Needs a bit of research.MarioSonicU wrote: ↑Wed Dec 02, 2020 4:36 am I wonder if support for MK9, and MKvsDC animations will work
Second samples were very close to MKX. Just figuring out the bone mapping should be enough.
I will try to give them a try when I have the time.
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Re: Mortal Kombat 11/X Animation Tool
I'm having problems exporting the animated NUX files of Injustice 2, everything is fine on the program but after the export noesis won't load it properly.
EX: torso only -> load but has animation problem.
Full model: error "WARNING: Weight contains an out of range bone index. Discarding model."
Although Last error is not a problem, it was simply a comodity to have the full setup model in the viewer.
I Linked a few files if you want/can check. Thank you!
[*]http://www.mediafire.com/file/xyxb7m2jc ... el.7z/file
EX: torso only -> load but has animation problem.
Full model: error "WARNING: Weight contains an out of range bone index. Discarding model."
Although Last error is not a problem, it was simply a comodity to have the full setup model in the viewer.
I Linked a few files if you want/can check. Thank you!
[*]http://www.mediafire.com/file/xyxb7m2jc ... el.7z/file
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Re: Mortal Kombat 11/X Animation Tool
Thanks for reporting. There seems to be a bug when loading a secondary NUX. The tool will keep the bones of the first one. I will fix it for the next release. For now, just close and reopen the program after working on a NUX.
So torso works fine for me actually. But the hellboy still doesn't. Some bones are not animated. I am not sure if this has to do with unity, noesis, or these particular animations. Does hellboy work with any other animation?
Edit:
Ah shit, stupid mistake on my part. It is a miracle that the tool works as it is I will release an update.
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Re: Mortal Kombat 11/X Animation Tool
Updated the MK11 tool. Should fix a huge bug.
http://www.mediafire.com/file/p0c10zq2e ... 1.rar/file
http://www.mediafire.com/file/p0c10zq2e ... 1.rar/file
No problem.
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Re: Mortal Kombat 11/X Animation Tool
Prop Support
I am planning to change the tool logic, to support multiple models with different animation files. It should be possible to build a more complete scene. I will add this in the next update, along with some other fixes.
Blend Shape Animation
Also got the blend shape animations working, which are used for facial animations. Of course huge credits to daemon1, for making a tool that exports morphs.
I am not sure how I will add this to the tool. Need to find a way to export blend shape animation somehow first. Also it will complicate the pipeline even more. So I am just thinking of adding it if people really think its useful.
I am planning to change the tool logic, to support multiple models with different animation files. It should be possible to build a more complete scene. I will add this in the next update, along with some other fixes.
Blend Shape Animation
Also got the blend shape animations working, which are used for facial animations. Of course huge credits to daemon1, for making a tool that exports morphs.
I am not sure how I will add this to the tool. Need to find a way to export blend shape animation somehow first. Also it will complicate the pipeline even more. So I am just thinking of adding it if people really think its useful.
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Re: Mortal Kombat 11/X Animation Tool
Amazing, that's what i am talking bout
Yes please, all the way.
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Re: Mortal Kombat 11/X Animation Tool
These look incredible! I hope you add them, they'll be a ton useful for creating animations.
Re: Mortal Kombat 11/X Animation Tool
This is awesome. Great work akderebur.
Any chance to load textures to the animations too?
Also (a bit off-topic) but do you know how to extract the unreadable data from the MKO files of MK11?
Any chance to load textures to the animations too?
Also (a bit off-topic) but do you know how to extract the unreadable data from the MKO files of MK11?
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Re: Mortal Kombat 11/X Animation Tool
Über Winfrey was kind enough to share his MK shader, so I was playing around with textures a bit. Still, it requires some manual color input. Need to find a way to associate it with the color palette automatically. I will try to do some more research when I have the time.
No idea. I haven't checked those files.