This is such a good news, but can this tool import animation only? Can it export back animation to game? Or we can only import for fun and can not mod the game?PredatorCZ wrote:I think I just made Capcom angry.
Tool provides model, animation import and Simple IK creation.
Tested pc games:
Lost Planet
Devil May Cry 4
Resident Evil 5
Devil May Cry 4 SE*
Lost Planet 2
Resident Evil 6
Resident Evil Revelations*
Resident Evil Remaster*
Dragons Dogma Dark Arisen*
Ultimate Capcom vs Marvel 3*
Tested PS3 games:
Lost Planet
Resident Evil 6*
Tested Other games
Resident Evil Mercenaries (3ds)
*Hashes not fully researched
List may change during time.
Tool is written under 3ds max 2017 SP3
Detailed information and tool download.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
MT Framework import tools
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- ultra-n00b
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Re: MT Framework import tools
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Re: MT Framework import tools
It currently only imports, no export. And yes, you can import only anims if you want.
Re: MT Framework import tools
Greetings ladies and gentleman, how are you fine folks doing? I've been using this tool couple of days now, works perfectly so far but today i tried to import RE6 character animations and i can't get it to work somehow. When i try to import any animation to main characters the hands go apeshit, enemies work fine though. So, just asking am i missing something or doing something wrong? Pic related to the issue. Thank you
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Re: MT Framework import tools
There is another thread about RE animation, but only import. not export back.CringyUsername wrote:It currently only imports, no export. And yes, you can import only anims if you want.
viewtopic.php?f=16&t=15765&start=120
Why is it hard to export the animation back to the game? Is there some coding of Capcom that prevent us from doing that?
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Re: MT Framework import tools
When exporting stuff out you can get away not knowing 100% of all structures in the format, in most cases this won't work out for writing back into the format. So if you attempt to do this without knowing everything about the format it might not work or require a lot of time to make sure the game reads the animation properly. Its all possible but very time consuming.ryuhayabusa94 wrote:There is another thread about RE animation, but only import. not export back.CringyUsername wrote:It currently only imports, no export. And yes, you can import only anims if you want.
viewtopic.php?f=16&t=15765&start=120
Why is it hard to export the animation back to the game? Is there some coding of Capcom that prevent us from doing that?
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Re: MT Framework import tools
I own Dead Rising 1 on Steam and have the assets extracted.
I can confirm that the models do not work with the script at all right now.
Trying to import models with 64 bit architecture checked or not results in the error "- Unknown Property: "children" in undefined.
Trying to import it without importing the mesh results in 3DS Max hanging.
So yeah, to those who asked about Dead Rising 1, here you go.
I can confirm that the models do not work with the script at all right now.
Trying to import models with 64 bit architecture checked or not results in the error "- Unknown Property: "children" in undefined.
Trying to import it without importing the mesh results in 3DS Max hanging.
So yeah, to those who asked about Dead Rising 1, here you go.
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- PredatorCZ
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Re: MT Framework import tools
Ed1 wrote:Greetings ladies and gentleman, how are you fine folks doing? I've been using this tool couple of days now, works perfectly so far but today i tried to import RE6 character animations and i can't get it to work somehow. When i try to import any animation to main characters the hands go apeshit, enemies work fine though. So, just asking am i missing something or doing something wrong? Pic related to the issue. Thank you
You are missing a great deal, you did not read anything about setting up IK links, didn't you?
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Re: MT Framework import tools
Why must we need to know everything about writing back? We can just know basic thing, the topic owner can write some script and other people will try it. Some animation may work, some may not work, but we will work gradually to improve it.Highflex wrote:When exporting stuff out you can get away not knowing 100% of all structures in the format, in most cases this won't work out for writing back into the format. So if you attempt to do this without knowing everything about the format it might not work or require a lot of time to make sure the game reads the animation properly. Its all possible but very time consuming.ryuhayabusa94 wrote:There is another thread about RE animation, but only import. not export back.CringyUsername wrote:It currently only imports, no export. And yes, you can import only anims if you want.
viewtopic.php?f=16&t=15765&start=120
Why is it hard to export the animation back to the game? Is there some coding of Capcom that prevent us from doing that?
There is a topic in http://residentevilmodding.boards.net/t ... r-tutorial
They made some basic progress, modding animation (animation that does not rotate the camera such as weapon aimng, but anim such as walking is still impossible).
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Re: MT Framework import tools
Duuude your work rocks so much, thank you for it. BUT, haha, I am kinda stick with the ik. Your help page doesn't go in as much detail as I think I need. when I import animation for umvc3 characters, several bones go haywire. Obviously meaning that they have ik parameters. But I am unclear as to exactly which bones and how many I am supposed to apply the ik restraints.
I am also a bit unclear on how the sequencer related. When I create one, it creates a triangular shape that Im not sure where to put or what to do with. maybe it is not part of the reason that the bones end up in different area codes when applying the animation but Im sure Im not handling that aspect perfectly either. It seems that it is only specifically for the import not for how the animation appears so is irrelevant after import?
Still, super dope, all your work.
I am also a bit unclear on how the sequencer related. When I create one, it creates a triangular shape that Im not sure where to put or what to do with. maybe it is not part of the reason that the bones end up in different area codes when applying the animation but Im sure Im not handling that aspect perfectly either. It seems that it is only specifically for the import not for how the animation appears so is irrelevant after import?
Still, super dope, all your work.
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Re: MT Framework import tools
Here is an example of what I am seeing every time I load an animation. Every model drops below the ground plane and crushes into itself. Every model, every animation. Which is now making me think that it is not user error, as it doesn't matter what configuration I import the model and animation with, they all result the same.
I hope it is user error, perhaps you can tell me if that is the case? If you have time it would be dope if you could check out the max file I'm linking to below and tell me what the issue is. Thanks.
https://www.dropbox.com/s/skd8fxf4vtrl2 ... _Issue.zip
I hope it is user error, perhaps you can tell me if that is the case? If you have time it would be dope if you could check out the max file I'm linking to below and tell me what the issue is. Thanks.
https://www.dropbox.com/s/skd8fxf4vtrl2 ... _Issue.zip
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Re: MT Framework import tools
Yes.Casedey wrote:does this works with revelations 2?
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Re: MT Framework import tools
Can you link the model structure information from RE modding site that you mentioned?
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Re: MT Framework import tools
If only works with capcom, it would work with Street Fighter X Tekken?
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