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Fate/Extella and Fate/Extella Link .mtb animations

Posted: Thu Apr 30, 2020 10:47 pm
by Kotcrab
I figured out a way to extract Fate/Extella and Fate/Extella Link animations from .mtb files. The process is a bit complicated but basically it uses the game itself to decode frames. This was simpler to do than figuring out the format details.

Requirements:
- PC version of Fate/Extella or Fate/Extella Link
- Steamless: https://github.com/atom0s/Steamless
- Latest fate-tools: https://github.com/kotcrab/fate-tools/releases

Setup:
- Start Steamless and select game exe (either game.exe or fateextellalink.exe) then press Unpack
- This will create ...exe.unpacked.exe file
- Rename it to fate.exe
- From fate-tools copy animserv.exe and animserv.dll next to the fate.exe
- Run animserv.exe, if you see "server started" you're good to go

Note: this starts fate.exe and injects animserv.dll into it, you probably don't want to have Steam running during this

Using the Blender script:
- Export the model from Noesis and import it into Blender
- Save the Blender file somewhere
- Copy source model .mdl file next to the Blender file
- Copy .mtb files for the model next to the Blender file
- Open the import_mtb.py script in Blender and edit the config at the top
- You should change at least mdlPath and mtbPath
- Run the script

https://imgur.com/a/0UdgSOC

I'm sure this animation format is used in other games (header 80AE), animserv should be universal but the Blender script will need adjustments for different model types.

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Tue Sep 22, 2020 4:59 pm
by wansf
could you make a easier way to import mtb like other blender script? im retarded to use this :(

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Fri Oct 09, 2020 5:49 am
by Demonslayerx8
I'm with wansf, I've followed the steps properly, but I'm having no luck with it in Blender 2.81

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Fri Oct 09, 2020 12:38 pm
by shakotay2
Kotcrab wrote: Thu Apr 30, 2020 10:47 pm I figured out a way to extract Fate/Extella and Fate/Extella Link animations from .mtb files. The process is a bit complicated but basically it uses the game itself to decode frames. This was simpler to do than figuring out the format details.
Very cool idea! 8)

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Fri Oct 09, 2020 3:40 pm
by Kotcrab
demonslayerx8 wrote: Fri Oct 09, 2020 5:49 am I'm with wansf, I've followed the steps properly, but I'm having no luck with it in Blender 2.81
This is as simple as its gets. Feel free to post more details if you have a specific problem.
shakotay2 wrote: Fri Oct 09, 2020 12:38 pm Very cool idea! 8)
Thanks!

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Mon Oct 12, 2020 1:54 am
by kurokozeref
I failed thousand time trying to run script
i already open animserv as background here the command inside
animserv starting
found animation decoder at 0xc626c0
server started using port 54217
when i run the script and this come out
*accepted connection
i changed the script path and run , and it gimme this
Python script failed, check the message in the system console
Traceback (most recent call last):
File "C:\Users\Flyers\Desktop\source model\untitled.blend\import_mtb.py", line 212, in <module>
importMtb()
File "C:\Users\Flyers\Desktop\source model\untitled.blend\import_mtb.py", line 48, in importMtb
bpy.data.objects[blenderSkeletonTarget].animation_data_clear()
KeyError: 'bpy_prop_collection[key]: key "Armature" not found'
And another one
File "C:\Users\Flyers\Desktop\source model\untitled.blend\import_mtb.py", line 212, in <module>
importMtb()
File "C:\Users\Flyers\Desktop\source model\untitled.blend\import_mtb.py", line 48, in importMtb
and yes i create a folder called motion and put mtb in

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Mon Oct 12, 2020 6:03 pm
by Kotcrab
Here is the problem:

Code: Select all

key "Armature" not found'
Your Blender scene doesn't have "Armature" object so either edit script config to use correct object or rename it in Blender to be "Armature". Maybe your exported model is missing skeleton, in that case re-export it from Noesis. I recommend using .dae format for export.

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Mon Oct 12, 2020 9:27 pm
by kurokozeref
Kotcrab wrote: Mon Oct 12, 2020 6:03 pm Here is the problem:

Code: Select all

key "Armature" not found'
Your Blender scene doesn't have "Armature" object so either edit script config to use correct object or rename it in Blender to be "Armature". Maybe your exported model is missing skeleton, in that case re-export it from Noesis. I recommend using .dae format for export.
Thank you i export as fbx i didnt realise the armature name has changed to N_ALL
and it's work now

Re: Fate/Extella and Fate/Extella Link .mtb animations

Posted: Fri Nov 12, 2021 1:08 pm
by yourreason
Good work, but there one problem (may be only mine).
Isn't it supposed to be that the model is fixed in the Z axis and moves only along Y, X
Here an example: https://imgur.com/a/bPLqU9V
Is there any way to fix this? Or is it the way it should be?