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Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Wed Jun 17, 2020 12:42 pm
by Makoto
Joschka wrote: Wed Jun 17, 2020 11:51 am
Thony wrote: Tue Jun 16, 2020 10:50 pm
Joschka wrote: Tue Jun 16, 2020 6:06 pm

Download Cethleann from the other thread and type that stuff in a command prompt. If you have more questions about extraction and stuff ask directly on the other thread since it's not related to model viewing.
It is.
If the thread title is Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...), I expect to load and to view a DOA6 model without having to type stuff in a command prompt first.
I mean yeah but there's a process of extraction and packing first to prepare the resources, all of that needs to be done with Cethleann. My script is built to read the final files.
But anyways you figured it out, keep in mind you can use Cethleann directly to extract the game and have the necessary folders directly extracted instead of vago's tools but that works too.
Makoto wrote: Wed Jun 17, 2020 10:01 am
Joschka wrote: Tue Jun 16, 2020 6:06 pm

Download Cethleann from the other thread and type that stuff in a command prompt. If you have more questions about extraction and stuff ask directly on the other thread since it's not related to model viewing.



Got the files ? (don't upload on that deviantart stuff please, it's annoying to log in just to DL)
yeah, i know, i used it only to let you see example of pictures since it was fast, didn't know u had to log in even to just view them
load the "default" and then for skel load the file with same name without _default
https://www.mediafire.com/file/wfvu6cqz ... e.zip/file
Yeah I wasn't referring to the pictures you posted, I just had another user upload some models using that stuff and had to log in with my never used DA profile just to get them so that was annoying.

Anyways, I misunderstood your issue : the anims look fine in Noesis and Blender right ? I guess the problem comes from the Blender exporter when you export it again then ? If so I can't really help, better ask on a Blender forum, unless I missed something.
yeah that's my issue, thought t was blender related because doa6 used to be fine before exporting and then got fixed and was fine both in blender and once exported, i'll look around, thanks

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Wed Jun 17, 2020 4:13 pm
by Thony
Joschka wrote: Wed Jun 17, 2020 11:51 am I mean yeah but there's a process of extraction and packing first to prepare the resources, all of that needs to be done with Cethleann. My script is built to read the final files.
But anyways you figured it out, keep in mind you can use Cethleann directly to extract the game and have the necessary folders directly extracted instead of vago's tools but that works too.
Good to know, though the integrated UI of his tool simplifies the process.

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Wed Jun 17, 2020 5:32 pm
by Tosyk
@Joschka, can you add support for Nioh 2 anims and models?

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Thu Jun 18, 2020 10:38 am
by Joschka
Tosyk wrote: Wed Jun 17, 2020 5:32 pm @Joschka, can you add support for Nioh 2 anims and models?
Yes.
The format is the same as OPPW4 but it seems that my research on some chunks wasn't completely accurate since it breaks on some Nioh 2 models. Going to work on it when I have the time.
The animation format is still the same.

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Fri Jun 19, 2020 1:34 pm
by Joschka
Fixes were easy enough, I missed something obvious when working on OPPW4.

SCRIPT UPDATED
-new textures formats added
-NUNO v32 fixes

Nioh 2 models should now work, only tested a few as I didn't have much time so report issues if you find some
Image

A few notes about working on that game with the plugin :
Extraction
-The g1m and g1t files are in the pg1m containers. Use the latest version of Cethleann to unpack these : drag and drop the pg1m on Cethleann.Unbundler.exe to get a g1mpack and an exarg container. Drag and drop these once more to get the g1m and g1t.
-The animation files are in the pg2a containers. Drag and drop them on the Unbundler to get the anim files.

Models
-Some models are high poly so loading some of them will take a bit of time. I'll need to rewrite some code parts and make a C++ native plugin at some point for performance but I don't have the time for that right now.
-Some models are split into different parts. Use the model merger to load all of them at once, with the option value set at 1 to merge the bones (in the merge file). If you do that make sure that the skeleton g1m is not next to the other otherwise it won't work
-For those models split in parts, I recommend using the console options to not have to specify the skeleton everytime (set them in Tools > data viewer > persistent settings > other > default preview commands). I recommend setting up a "resource" folder where you'll put the associated g1t and skeleton file, that way you won't have to change the path everytime, in the console, just change the skeleton and g1t file for each model.
Make sure to remove these commands when you're done

Animations

-Animations are working but the split models make it a bit difficult to work with them since the merger doesn't work with anims without duplicating bones. Here's a possible workflow :

Step 1 : Load the model in Noesis, without animations. Then export it.
Image

Step 2 : Turn the anim loading option on (either individual or folder), load the skeleton g1m file (0001.g1m) and put all the animations that you want on that file. Export that file too.
Image

So now you have the model in one file and the animations in another file, you just need to merge them using a 3d software. Here's a possible workflow to do that in Blender, there may be a better way :

Step 1 : Import the animation file in Blender and directly save it as a blend file. I'll call it animation.blend

Step 2 : Make a new scene in Blender and now import your model file. Now go to "File" > "append", double click on the animation.blend then go to the "actions" folder and double-click on the file inside it (there should only be one action file unless you added more or split them in the animation.blend, if you just followed the steps above there'll only be one).

Step 3 : Select your armature. Now go to the action editor and click on the icon next to the "New" button. I repeat, select the icon, not the new button. . Then choose the action you just appended in the list.
Image

That's it, the merged model will now have all the animations without duplicate bones.
Image

Keep in mind that the physics meshes will not be animated as usual, only the driver meshes will follow the movement. So make sure to rig them properly as usual beforehand.

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Wed Jun 24, 2020 8:26 pm
by takoyaki111
do you think you could support gundam dynasty reborn?
https://cdn.discordapp.com/attachments/ ... 21/002.g1m

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Wed Jun 24, 2020 9:16 pm
by Joschka
Rin wrote: Wed Jun 24, 2020 8:26 pm do you think you could support gundam dynasty reborn?
https://cdn.discordapp.com/attachments/ ... 21/002.g1m
It crashes because the skeleton g1m is missing. Probably 001.g1m or something.
Other than that the model seems to be working, you just need to find the associated skeleton and it should work
Image

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Wed Jul 01, 2020 2:10 am
by blacknight411
This atelier game model would not opening https://sta.sh/028k1k8tnnc6

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Sun Jul 12, 2020 1:01 pm
by kenshin20080
Nice plugin! Thank you so much!

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Thu Jul 30, 2020 8:39 am
by anime663
Having some issues with a few models from the new Fairy Tail game.

Keeps giving this error:
err.png
https://drive.google.com/file/d/1ciDbzv ... sp=sharing

If you could take a look at these that'd be great thanks!

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Thu Jul 30, 2020 1:23 pm
by Joschka
anime663 wrote: Thu Jul 30, 2020 8:39 am Having some issues with a few models from the new Fairy Tail game.

Keeps giving this error:
err.png

https://drive.google.com/file/d/1ciDbzv ... sp=sharing

If you could take a look at these that'd be great thanks!
Should be fixed with the latest version

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Thu Jul 30, 2020 5:53 pm
by CosmicDreams
Hyrule Warriors animations seem pretty jittery...i don't remember them being like that last time i used the script

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Thu Jul 30, 2020 9:48 pm
by Joschka
CosmicDreams wrote: Thu Jul 30, 2020 5:53 pm Hyrule Warriors animations seem pretty jittery...i don't remember them being like that last time i used the script
Samples ?

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Fri Jul 31, 2020 6:28 pm
by CosmicDreams
Joschka wrote: Thu Jul 30, 2020 9:48 pm
CosmicDreams wrote: Thu Jul 30, 2020 5:53 pm Hyrule Warriors animations seem pretty jittery...i don't remember them being like that last time i used the script
Samples ?
https://cdn.discordapp.com/attachments/ ... 554/hw.zip
Zelda + G1A anims from COMMON_FEMALE.bin.gz

Re: Noesis g1m/g1t importer with animations (FETH, Dissidia, DOA6, FEW, HW...)

Posted: Fri Jul 31, 2020 7:03 pm
by Joschka
CosmicDreams wrote: Fri Jul 31, 2020 6:28 pm
Joschka wrote: Thu Jul 30, 2020 9:48 pm
CosmicDreams wrote: Thu Jul 30, 2020 5:53 pm Hyrule Warriors animations seem pretty jittery...i don't remember them being like that last time i used the script
Samples ?
https://cdn.discordapp.com/attachments/ ... 554/hw.zip
Zelda + G1A anims from COMMON_FEMALE.bin.gz
Should be fixed with the latest update, thanks for the heads up. Some interpolation changes I made on the recent g2a format weren't suitable for the old g1a format used by HW.