Im finally a good enough programmer and 3d modeler, but i currently suck at animations, so i want awesome female animations to learn from and use them as place holders, while im working on my gameplay mechanics. Its just awfull spending anymore time working with garbage animations
So there are two animation extraction tools out there. One 3ds max script for MT Framework by Lukas Cone. and a tool from daemon1 that extract animations to bind them with whatever 3d programm you prefer.
The 3ds Max MT Framework Script seems to work also with RE6, the Daemon1 tool not?
My question are the following
question 1 3dsMax2012 dont work with the script, in the describtion it says its written under 2017, but should work with older versions too, I think i have on an older Laptop with 2014 and/ or 2015, but finding them could be an heracles task. So im asking if anyone has already used that tool and can tell me if a certain version does work.
question 2 wich tool is better? the Daemon tool said its only beta, has someone tested these and can recommend one or the other.
question 3 has someone already imported the Animations, so that they can just save them as FBX and Upload it somwhere on the internet for me? Im only interested in the female Animations from RE5 and RE6 (especially RE6 Helena and RE5 Sheva, Jill and/ or Excella.) Their animations look so awesome and not so girly and unnatural stupid like most female walkcycles you find on the internet. (Every animation would help especially walk and runcycles).
So Daemon1`s tool does work, but you get different scaled meshes and must scale the mesh to the smd animation file it creates. As long as you dont know wich exact blender and Noesis version Daemon1 used for his tool, you have to match the scale and positions of armature and Mesh yourself. Bad thing is the animations interpolate the key frames, so the tool makes out of the original Animation File of 1.6 mb an Animation File with the size of 32.9 mb. Even inside Blender, that results in a framerate of 25 FPS. No Chance using these as placeholder for any game, as long as you dont delete unneedet frames yourself. For study purpose its very interesting though, but for now i have too much going on to take a more closer look. I wonder if the 3ds max script works better? if i get it to work i will Update here.
If your one of the the 3 people who ever used the RE 5, 6 animations import tools, feel free to pm me, even if it is years later. I never lose interest in stuff like that and i love to collect animations and meshes.
Es gibt Tools zum cleanen von mocap animation files, mit so was könnte man die RE Animationen möglicherweise runter trimmen. Momentan finde ich aber keine Kostenfreien Versionen zum ausprobieren.
Das Daemon Tool hat auch einige Defizite. Die Animationen von Excella haben zum Beispiel nicht richtig animierende Ellenbogen. Das müsste man nach dem cleanen unnötiger Frames selber machen. Sheva und Jills animationen sehen aber korrekt aus, ich hab die selbst mit Helena ausprobiert. Ein einziger Charakter benötigt aber mal so eben 650+ mb während einer Animation.
Beide Tools können nur Animationen importieren jedoch nicht exportieren.
Update: So i got the 3ds Max Script to run with a 30 Day Trial Version. It makes a little bit smaller files and works with much more Games then the blender script, but thats everything positive about it.
First using the Script is a pain in the ass, the tutorial the developer made is horrible (I mean im still thankfull for the work and effort he put into that, but the quality of his tutorial was objective not to great). He said for example use shoulder pat bones as Parent for the hand IK.... without a reference other than a number thats different every time, i had then no clue what to use with my RE6 model and nothing worked. I searched the model he used in his tutorial from RE Rev2 and looked into the numbers of the bones, i had done exactly what he has, with the numbers he used and it did not worked either. Then i tried every bone as parent for hand iks and after 3 hours i found out that the upper spine bone was the only one that worked? So shpoulder pat bones == upper spine? wtf?? I had to try out every combination of the two hand bones (where the tutorial wasnt precise either) per side, with a dozenz of bones that could possibly be the correct parrent, combined with 3ds max crashing half the time and the ages it needs to load anything.
The Result is that the script crashes 3ds max very often while using RE5 models and when you use RE6 with a mesh that uses hand IKs, the arms just start randomly twitching after a while??, for no Reason.............?
The biggest Problem of all of that is that i have not found a way to export these animations outside of 3ds max. FBX break the IK of the hands and Legs and if i bake the IKs the foots are still broken while the arms seem to work some times, but often the animation just break completely and you get an animation with twitching limbs
Overall im greatfull for the tool, its awesome to see these animation up close, just made an LMT list for Helena (Even some Cutscenes of hers), Deborah and the Ubvisto, If not for all the inconvenients and 3ds max badly options to export animation, this would be absolute awesome.
Result: For RE5 use the Blender script, the Blender script is fast and works really smooth, you just have to scale your meshes to the size of the smd animations you get from the tool. Export works great no problem getting them into Unity or any other program.
The 3ds Max script works with allmost all MT Framework Games, but crashes very often, you have to set up alot of IKs, Hand IKs often twitching while animations are played and you have bad export options.