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Post by roach on May 6, 2019 13:38:50 GMT 10
github.com/PredatorCZ/RevilMaxThis nifty tool was made by my friend PredatorCZ, it's a plugin for 3dsMax that allows for importing and exporting RE2's native animation format (.motlist.86) Once you import a file, it'll prompt you with a list of animations to pick from, and a value for scaling the animations (set to 1, normally). Once the animation is imported you can do whatever with it. But unfortunately the tool does not support repackaging the format yet. EDIT: For anybody who might be skeptical, here's a youtube video demonstrating:
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,569
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on May 7, 2019 23:23:52 GMT 10
this is awesome! it'll also really help model modders testing their skinning before exporting a model.
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Ada... Ada Wong :D
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Original Join Date: Aug 21, 2008
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Post by EvilLord on May 9, 2019 3:41:09 GMT 10
that plugin doesnt seem to work or im not installing it right where do i put the .dlu file in cuz in plugins it doesnt work xD
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Post by roach on May 10, 2019 2:48:15 GMT 10
that plugin doesnt seem to work or im not installing it right where do i put the .dlu file in cuz in plugins it doesnt work xD It doesn't bring up anything special, you'll just be able to import motlist files as though it were an FBX or something.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on May 10, 2019 6:35:45 GMT 10
that plugin doesnt seem to work or im not installing it right where do i put the .dlu file in cuz in plugins it doesnt work xD It doesn't bring up anything special, you'll just be able to import motlist files as though it were an FBX or something. well nice but what do i download i clicked on "latest release" but the DLU thingu doesnt work for 3d max 2012 xD it just gives me an error
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Post by roach on May 11, 2019 0:44:45 GMT 10
It doesn't bring up anything special, you'll just be able to import motlist files as though it were an FBX or something. well nice but what do i download i clicked on "latest release" but the DLU thingu doesnt work for 3d max 2012 xD it just gives me an error You should probably update lmao, I believe he added compatibility for max 2012 but as it says on the github he hasn't tested it for that version. I personally use max 2015 and it works a treat for me.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on May 11, 2019 1:22:09 GMT 10
well nice but what do i download i clicked on "latest release" but the DLU thingu doesnt work for 3d max 2012 xD it just gives me an error You should probably update lmao, I believe he added compatibility for max 2012 but as it says on the github he hasn't tested it for that version. I personally use max 2015 and it works a treat for me. well i have max 2017 but what the fuck do i install and where xD this is getting annoying he doesnt even say what file to put where
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Post by roach on May 11, 2019 7:36:58 GMT 10
You should probably update lmao, I believe he added compatibility for max 2012 but as it says on the github he hasn't tested it for that version. I personally use max 2015 and it works a treat for me. well i have max 2017 but what the fuck do i install and where xD this is getting annoying he doesnt even say what file to put where I thought it was pretty straightforward, you extract the plugin file corresponding to your version of max -- into max's plugins folder, then relaunch. Max should automatically auto-load it, but if it doesn't check your plugin manager or plugin list, it'll be under "RevilMax". Once it's loaded, you can import non-native files like you'd do normally, navigate to the animation folder of the character/enemy you want, open up "list" and click any of the .motlist files, except _jack or _tree which don't contain animation data.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on May 12, 2019 2:34:12 GMT 10
well i have max 2017 but what the fuck do i install and where xD this is getting annoying he doesnt even say what file to put where I thought it was pretty straightforward, you extract the plugin file corresponding to your version of max -- into max's plugins folder, then relaunch. Max should automatically auto-load it, but if it doesn't check your plugin manager or plugin list, it'll be under "RevilMax". Once it's loaded, you can import non-native files like you'd do normally, navigate to the animation folder of the character/enemy you want, open up "list" and click any of the .motlist files, except _jack or _tree which don't contain animation data. So RevilMax.dlu is the plugin ? why doesnt it work then xD PS: this is the error it gives me
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Post by roach on May 12, 2019 3:37:46 GMT 10
I thought it was pretty straightforward, you extract the plugin file corresponding to your version of max -- into max's plugins folder, then relaunch. Max should automatically auto-load it, but if it doesn't check your plugin manager or plugin list, it'll be under "RevilMax". Once it's loaded, you can import non-native files like you'd do normally, navigate to the animation folder of the character/enemy you want, open up "list" and click any of the .motlist files, except _jack or _tree which don't contain animation data. So RevilMax.dlu is the plugin ? why doesnt it work then xD PS: this is the error it gives me Oh, I think RevilMax only works on x64.
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Post by benjaminsisko on May 13, 2019 0:38:41 GMT 10
I s he working on an update to repack the animations back into the game?
This could potentially fix a lot of the issues with swapping characters and animations.
Ok just gave this a try.
Imported Claire tank top then imported some of Claire's animations.
The motlist files imported without error, but Claire's model was torn, folded in half and totally messed up.
Needed to use a scale of 100. This could definitely resolve the deformation issue when swapping Leon for Claire or Ada.
Definitely need to be able to export Animations back into the game, that'll be a major breakthrough.
using 3DS 2019
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Post by roach on May 14, 2019 10:17:14 GMT 10
yeah the animations are incredibly scaled down i noticed, the issue doesn't happen if you use noesis to export the meshes to FBX then load that into max first
EDIT: I commissioned the tool and the commission didn't include repackaging unfortunately, since I was exporting the animations for a different purpose. But the plugin is open-sourced via Github so I suspect someone with C++ knowledge would be able to reverse engineer his code for a repackaging.
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Post by benjaminsisko on May 14, 2019 10:34:13 GMT 10
yeah the animations are incredibly scaled down i noticed, the issue doesn't happen if you use noesis to export the meshes to FBX then load that into max first EDIT: I commissioned the tool and the commission didn't include repackaging unfortunately, since I was exporting the animations for a different purpose. But the plugin is open-sourced via Github so I suspect someone with C++ knowledge would be able to reverse engineer his code for a repackaging. That's a real shame, the scaling feature would've been perfect for scaling the animations to fit other characters like Sherry and Emma and could feasibly even get Leon's or Claire's facial animations working with other characters. Hopefully tho someone here with programming knowledge, can add a repacking feature.
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Post by Deleted on May 15, 2019 8:38:51 GMT 10
Would it be possible for you to update the script to load the names of the same as the script re2 loads? Its plugin loads the bones renamed as "L_hand" and the RE2 script loads the bones as "B103:L_Hand" to load the animation and apply correctly in the model, its plugin would have to load animations named "B103:L__Hand" , this is just an example. I renamed the bones of my RE2 mod by removing all initials from "B103:" and leaving only "L_Hand" and then I loaded the animation with its script and it ran normally. to be useful to fix models, your plugin would have to load the animation with the names that the RE2 script loads and with that Would it be very good. I did a test here, I had to rename the bones of my model.
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Post by benjaminsisko on May 15, 2019 10:05:07 GMT 10
Would it be possible for you to update the script to load the names of the same as the script re2 loads? Its plugin loads the bones renamed as "L_hand" and the RE2 script loads the bones as "B103:L_Hand" to load the animation and apply correctly in the model, its plugin would have to load animations named "B103:L__Hand" , this is just an example. I renamed the bones of my RE2 mod by removing all initials from "B103:" and leaving only "L_Hand" and then I loaded the animation with its script and it ran normally. to be useful to fix models, your plugin would have to load the animation with the names that the RE2 script loads and with that Would it be very good. I did a test here, I had to rename the bones of my model. If you open the mesh with noesis and export it to fbx, then load the fbx in 3ds the animations work correctly and align with the bones. (Use a Scale of 1) I had the same issue when importing the mesh directly as it created a 2nd set of bones and deformed the model when animations were run.
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