In a mksecrets forum pointed somebody here to check with title ,,How to extract and visualize MK11 animations"
Sorry if im understand this as is and not understand your ,,expert" level description.
No offense im not developer, but i will make better desciption to prevent ,,primitive" questions like you if you not like answer.
Sorry to disturb with my idiot questions and tryed out your app...
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Mortal Kombat 11/X Animation Tool
Re: Mortal Kombat 11/X Animation Tool
something is going wrong when exporting, or in the noesis plugin, or MKX animation,
note that after the retarget all animations work, after i get an extract from the game, so that stick stick in the root.
video: https://youtu.be/VKUra_p4AKw
note that after the retarget all animations work, after i get an extract from the game, so that stick stick in the root.
video: https://youtu.be/VKUra_p4AKw
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Re: Mortal Kombat 11/X Animation Tool
I know there are a few taunts in the CHAR_*Character Name* anims but does anybody know where the rest are?
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Re: Mortal Kombat 11/X Animation Tool
Hey akderebur, any updates on the facial animations incorporated into the tool?akderebur wrote: ↑Sun Dec 06, 2020 3:10 pm 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
It is almost ready: https://youtu.be/p5Xk2C37lBkStraight Edge wrote: ↑Sat Feb 20, 2021 2:31 am Hey akderebur, any updates on the facial animations incorporated into the tool?
I am doing some final test to make sure it doesn't break keyframe animations. Also I am not sure about the export pipeline, but I will probably export it as vertex animation. Anyway it should be done some time soon.
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Re: Mortal Kombat 11/X Animation Tool
Hey akderebur, thanks for your Mortal Kombat 11/X Animation Tool.
I noticed that your tool does not load .AnimSequence files that contain disk.animations.characters.scorpion.expressions at the beginning of the file - all files extracted from GEARASSETS_SCO_ScriptAssets.XXX plus some files extracted from CHAR_SCO_ScriptAssets.XXX (e.g.
attack2.AnimSequence). Do you plan to support them?
UPD: Well it looks like these are the facial animation files on which you are currently working.
PS: Does anyone know where I can find Scorpion's run animation?
Kind regards
RedBear
I noticed that your tool does not load .AnimSequence files that contain disk.animations.characters.scorpion.expressions at the beginning of the file - all files extracted from GEARASSETS_SCO_ScriptAssets.XXX plus some files extracted from CHAR_SCO_ScriptAssets.XXX (e.g.
attack2.AnimSequence). Do you plan to support them?
UPD: Well it looks like these are the facial animation files on which you are currently working.
PS: Does anyone know where I can find Scorpion's run animation?
Kind regards
RedBear
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Re: Mortal Kombat 11/X Animation Tool
Did some research and asking around and found that the other animations and newer files are stored in the PSF files, any chance of getting the tools able to extract the files stored in there?
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Re: Mortal Kombat 11/X Animation Tool
Morph Support
Only one morphed model (face) should exist in the scene and it should be loaded first. You can load any other model (body) you want on top of it. Noesis handles the morph animation, but after it's exported to FBX I found out that 3D software doesn't load it as an animation. I have included a Blender helper script for it. Also shown in the tutorial below.
I did everything from scratch in the morph tutorial. I think the workflow will be clearer after you watch it. I have updated the NUX script, make sure to use the new one. Or better yet, just delete all the old scripts/tools and use the ones that come with this download.
Morph Tutorial : https://youtu.be/9gsRLEA8hqk
Tool Download: https://www.mediafire.com/file/9cktgai8 ... h.rar/file
Jacqui Face Animation
Only one morphed model (face) should exist in the scene and it should be loaded first. You can load any other model (body) you want on top of it. Noesis handles the morph animation, but after it's exported to FBX I found out that 3D software doesn't load it as an animation. I have included a Blender helper script for it. Also shown in the tutorial below.
I did everything from scratch in the morph tutorial. I think the workflow will be clearer after you watch it. I have updated the NUX script, make sure to use the new one. Or better yet, just delete all the old scripts/tools and use the ones that come with this download.
Morph Tutorial : https://youtu.be/9gsRLEA8hqk
Tool Download: https://www.mediafire.com/file/9cktgai8 ... h.rar/file
Jacqui Face Animation
Normally the files/data is compressed and I am relying on daemon's tools for getting the unpacked data (unp files). I think you suggest that some animations aren't in these unp files and that's why MK11AnimUnpack can't extract them, right? If that is the case tell me the PSF files that should have the animations and I might take a look. We better discuss this over PM.MisterNatal wrote: ↑Wed Apr 14, 2021 10:18 pm newer files are stored in the PSF files, any chance of getting the tools able to extract the files stored in there?
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Re: Mortal Kombat 11/X Animation Tool
Experimenting with materials/textures. I was able to load the base color variants automatically using the texture masks and palettes. There is certainly more stuff going on, but I don't have the time or knowledge to figure out shader calculations. Seeing the base colors isn't half bad for preview purposes.
Re: Mortal Kombat 11/X Animation Tool
Hey akderebur!akderebur wrote: ↑Fri Apr 23, 2021 8:58 pm Experimenting with materials/textures. I was able to load the base color variants automatically using the texture masks and palettes. There is certainly more stuff going on, but I don't have the time or knowledge to figure out shader calculations. Seeing the base colors isn't half bad for preview purposes.
Do I have a chance to get the same results in Photoshop? How can I do this?
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Re: Mortal Kombat 11/X Animation Tool
I am not sure as I don't know photoshop too well. I have done it programmatically, but let me tell the process in general. Maybe you can achieve it some way. The idea is to use the ACID (color id) and CPT (color palette) textures to get the base colors. RGB channels of the ACID are all the same, so it doesn't matter what channel you use. As you know the values go from 0 - 255 for a single channel. From what I see these values are actually indices to the palette texture.
When I select a shirt region from Harley's ACID texture with color picker I see that the value is 88.
I open the default palette texture and look at the pixel 88. You can see that it is a red color which is actually correct.
When you color the whole texture based on that you get a color texture basically. Then you can probably add it as an overlay layer to diffuse texture.
You can just change the palette and get the alternate colors.
As you can see it gets more or less the correct colors. Even though I believe that this is the core idea, there is more going on. When you make a color texture like this you are using just a couple of colors out of 512 colors in the palette. Also, there is no way to get any pixel above 255 this way. So, there is probably some way to reference other colors or maybe they are used as a gradient/tone of the base color. I don't know atm.
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Re: Mortal Kombat 11/X Animation Tool
hello i have a problem when i load an animation for anyone its messes up the model