Support for Street Fighter 6 and Resident Evil 4 Remake motlists
Single-keyframe bones imported by Revilmax are now ignored on motlist injection
Added experimental MMD <--> DMC5 bone converter
v0.84
Now allows for complete removal of position, rotation or scale tracks for a bone. Just delete all the bone's keyframes for that track.
Injecting motlists that have immovable end-CLIP data now will automatically inject after that data (preventing crashes)
Importing a mot's bone positions to selected MESH or animation bones now allows for T-posing, importing only positions (to retarget) and importing only rotations (to pose)
v0.83
Updated to work with MHRise Sunbreak animations and RE2/3/7 RayTracing animations
v0.82
Fixes for exporting MHRise enemy animations with no names, and also updates to its 3dsmax 2017 RevilMax plugin
v0.81
Fixes for exporting MHRise animations
Importing animations for MHRise works only in 3dsmax 2017 and requires a version of the Revilmax DLU that I built (comes included with the motlist tool RAR)
v0.8
Many crash fixes, stability and efficiency improvements
Improvements to exporting animations that came from FBX files
Animations are now exported from the current animation range (track bar)
New utilities to remove invalid keyframes, center animations and reparent bones across the length of an animation
Now includes a customized version of dimwalker's Timeline Control. Import with RevilMax using "Load All" and paste the list Revilmax prints in the listener into Timeline Control
Right click on the "Retarget Bones" button to switch to RE8 mode, and change an animation to the RE8 skeleton. Check "Reparent" to change its structure too
v0.7
Support for saving Resident Evil 8 motlists
New checkbox to import only bone rotations
Right click on the "Retarget Bones" button to switch to RE8 mode, and change an animation to the RE8 skeleton. Check "Reparent" to change its structure too
"mot swap" button to make the motlist tool swap a mot to the end of the file (avoiding crashes)
No longer need to ensure that every bone has a keyframe at frame 0
v0.61- Crash hotfix v0.6
Added "Clone Bone" to fix bones imported with broken keyframes
Added "RE2 <--> DMC5" to quickly rename skeletons between RE and DMC5 bone name schemes
Added "Import Bone Positions" to change the shape / build of the selected bones to match the shape of the chosen mot animation
v0.52
Crash fixes
Bone hashes are now generated automatically from bone names (Thanks Darkness!)
Right click on any of the 3 bottom buttons to flip your animation rotation back and forth
v0.5 / v0.51
The Motlist Tool now supports Resident Evil 7!
Major crashing problems with mots in the middle of the list are fixed!
Keyframes are now gathered more accurately
Flipping problems with the root bone are fixed
v0.41 - Small bug fix for crashes on export v.04
Fixed flipping bone rotations on custom animations
Bone Hashes are now automatically overwritten by the ones in the mot being exported over during every export (if the bone names match)
Added "Fix Animation Height" button
About: The Motlist Tool tool injects animations from 3d Studio Max into RE Engine motlist files, which can then be used in the games as animation mods. It was created originally to inject "mot" animations imported using RevilMax (a RE Engine motlist animation importer for 3ds Max), but it can save any animation that's in your 3ds Max scene. Upon injection, the Motlist Tool completely rewrites most of the selected "mot" animation, including all the keyframe data and all of its skeleton data. This is full animation modding! With the motlist Tool, you can save however many frames at however many keyframes you want and write your own bones, and those bones will animate your model as long as they share the same bone names. FBX animations can be used as well, and Blender can be used to create or modify animations if they are imported back into 3ds Max as FBX.
Some examples:
^ A taunt dance animation from RE Resistance injected into RE2
^ Part of that same taunt dance animation as above, but cut and edited into a small loop of just the hips shaking, then injected into Jill's idle animation
Known Issues:
Injecting over animations besides the first or second animation in each motlist file is very liable to crash the game. This is a major issue and I'd really appreciate any help on uncovering why it happens and how to fix it Fixed!
Everything I have learned about animation I have learned while making this tool, so there are probably various things related to keyframe gathering that could be ironed-out.
There may be some issues with bone rotations being saved backwards when the bones are rotated at extreme angles. I have seen them appearing after converting the animation to+from FBX or in some special custom animations, so it may or may not be an exporter problem Fixed!
With regards to the first issue of injected animations in the middle of the motlist (such as walk animations) crashing the games, there is a workaround: Basically, you have to make an extra modded copy of the first mot in the motlist file by exporting your animation over that first mot. Then, open the NEW.motlist file you just created using the motlist template for 010 Editor and select that first mot in the hex, and copy it. Then you can paste it to the very end of your main modded motlist file, and change the "Pointers" address for whatever mot that always crashes to point to the end-of-file address where you just pasted those bytes. This will swap whatever animation that was in that Pointer to use your new copied+modded first mot, and it shouldn't crash.
Installation: 1. Install RevilMax for your 3ds Max so that you can import motlist animations using the regular File -> Import menu 2. Place motlist_tool.ms in your Program Files\Autodesk\3ds Max 20XX\scripts\ folder, or somewhere where you will find it 3. To use the Motlist tool, go to Scripting -> Run Script and open motlist_tool.ms
NOTE: If you are modding MHRise, Revilmax has not been updated to support the different file version "484". But it is the same format as RE8's animations internally. I've built a version of Revilmax for 3dsmax 2017 that can import MHRise motlists, but it will not work for RE8 anymore now it will. Download here (included with the motlist tool): Revilmax 2017 MHRise version
Guide: I will just give a simple example of importing an animation from one game (using RevilMax) and exporting it over a mot in a motlist from another game:
First, open a new scene (always open a new scene) and say File -> Import and import an animation from a motlist.85, motlist.99 or motlist.60 file that you know shares bone names with the character you're trying to mod animations of.
RE2, RE3 and RER characters all use the same bone name scheme, while RE7 and DMC5 both use a different scheme. With the exception of RE2 and RE3 monsters (who share bone names with RE7 and DMC5 characters), characters from either set cannot animate characters from the other set unless you go through the animation's skeleton and rename its bones to match the target character model.
You can just rename the bones of your animation to match your target model to retarget any animation.
^ RevilMax import settings
Once you have an animation imported, you can export it straight away:
Press Ctrl+A to select all the bones of the model, and open the Motlist Tool
Click on "Open Animation" and browse to the motlist file that you want to inject
Another window will appear, asking for which mot in the motlist that you want to replace with your animation in Max. Select that animation in the list and click "Inject Animation" to inject your animation and make a new motlist file
^ Exporting Ada's idle animation over Jill's idle animation
The new, modded file will be next to the original, named ".NEW.motlist" instead of ".motlist". Everything about the new file should be the same as in the original file except for the animation contents of what mot you injected. You can then include this new motlist in a mod using Fluffy Mod Manager, replacing that motlist in your game.
Now I am actually not that familiar with the process of animating in general (as I said, everything I learned I learned making this tool), but I know you can cut and change animations in Max by selecting all bones and deleting or moving their keyframes at the bottom, then you can trim your animation to a new length by going into Time Configuration, changing the End Time to your new animation length, and saying "Rescale Time".
Tool Options: Edit at 100x Scale: This option is for if you imported your animation at 100x scale in RevilMax. Checking it will save your animation at 1% the size you see in Max. By default, RE Engine models and animations are stored as very miniscule things, where a character looks about the size of an insect. Things are typically blown up to 100x size for editing when using other RE Engine tools, and then scaled back down to 1x size when you export
Optimize Keyframes: Check this checkbox to make your animation have a smaller filesize. RevilMax automatically will give every bone a translation, a rotation, and a scale keyframe for every frame of the animation's length. This is very wasteful of space, and your modded motlist file will be quite large if you export all of those keyframes -- especially since the Motlist Tool does not compress frame data. This feature will automatically remove duplicate keyframes that are unchanging between the frame before and the frame after.
Force Scale: Check this checkbox to reduce filesize and force 1x scale, or whatever scale you put in the field. This will force every bone of the model to have very simple scale data, with only one scale keyframe per bone saying that that bone will be the scale specified in the text field.
Enable / Disable Looping: Press this button when selecting a mot to change whether or not the animation repeats endlessly in-game. This function does modify the source file, it does not create a ".NEW.motlist" file.
Start Time: Check the checkbox and enter a time into the field to specify the first frame in your Max scene that will be exported.
End Time: Check the checkbox and enter a time into the field to specify the last frame in your Max scene that will be exported.
Set Animation Upright: Click this button while having the bones of an animation selected and the tool will try to rotate the animation upright (rotating it back to its original "Reset Xform" orientation and then rotating it forward)
Fix Animation Height: Select your root bone and click this button to make your root bone be at height 0 for every frame of the animation. The root bone always needs to stay on the ground
Clone Bone: When RevilMax imports a drifting bone with missing keyframes, you can select its closest / most-similar neighbor, then select it, and click Clone Bone to create a copy of the neighbor that has the broken bone's name, position and parenting, while having the neighbors working keyframes.
RE2 <--> DMC5: Click on this button with your animation bones selected and they will be renamed using the DMC5 or RE2 naming scheme (whichever it is not), making it compatible with that game's models
Import Bone Positions: Click on this to import the shape / stature of the selected mot onto your selected bones (can be animation bones or MESH bones)
T-Pose: Checking this will allow you to transform the selected bones into a T-posed state
Positions: Checking this will retarget the shape of the selected bones to the proportions in the mot
Rotations: Checking this will pose the selected bones to the pose of the selected mot
Additional Info:
You can use the Motlist Template for 010 Editor to research and compare motlist files, and to swap them between different mot animations.
There are some blocks of "CLIP" data at the end of many mots that are not changed by the exporter. I have heard that this data controls particle effects and hitbox data at certain times of the animation, but it needs some more research. This does not seem to be the cause of the injected mots in the middle of the motlist crashing
Forcing scale to be larger or smaller by using "Force Scale" does not seem to change the size of bones that are children of the "hips" bone
Each bone needs a unique bone hash in order to be exported to the file. This hash is murmur3 and was originally generated from the bone's name. It is stored by both RevilMax (when you import) and by the Motlist Tool as a Userprop number inside the bone object's Object Properties. You can specify your own bone hash inside this userprop, or the Motlist Tool will automatically retrieve one during export if that bone's name is detected in the mot file you are exporting over
For rapid testing, you can set up your unmodded motlist that you're exporting over as something like "[motlist name].ORIG.motlist.85", and the new motlist created from it will just be called "[motlist name].motlist.85". This feature only works for files with ".ORIG.motlist" in their name
When importing RevilMax animations, know that the old animation is not removed when a new animation is imported. This is why I recommend creating a new scene for each import.
Inside 3ds Max, you can use Revilmax to animate any RE Engine model that has no bone numbers by importing an animation into a scene where your RE Engine model is the first skeleton in that scene. To remove bone numbers from an RE Engine model, you can use my alphaZ tool
Credits:
PredatorCZ for creating RevilMax and putting its source code out there
dimwalker for creating Timeline Control
Che and Jackal for their contributions to the 010 Editor Motlist Template, which is what I used as a guide for making this tool.
Scobalula for creating Tyrant, which the source code was studied to create the motlist template and learn how to unpack the animation data
The Motlist Tool has been updated to v0.4! With this update, custom animations will no longer have any issues with bone rotations flipping backwards at acute angles.
Additionally, now the tool will reacquire its Bone Hashes for each of your selected bones (contained in their User-Defined Properties) based on the hashes of any bones in the selected mot that have matching names to those bones. This allows users to rename bones easily without having to worry about bone hashes, so long as their is a bone hash to take from the mot being exported over.
And finally, a "Fix Animation Height" button has been added. This button will make it so your animation's root bone is always at 0 on the Z axis no matter how you've previously moved your animation around its scene. While the root bone in RE Engine anims should always be at 0 height, it can (and should) still move around on the 2D plane of the X and Y axes to convey your character movements, if they are moving
Today the Motlist Tool is being updated to version 0.5 This update is very significant, as it fixes the major crashing bugs with injecting mots in the middle of the motlist! Now I've been able to successfully inject over every mot I have tried with it. Some corrections were also made to the way keyframes were gathered so that they are now all perfectly on-time and accurate. Before, the tool was getting one too many frames. And some additional "flipping" and other orientation problems were fixed in the rotation of the root bone.
Also, the Motlist Tool now supports Resident Evil 7! Just export over a motlist.60 file. RevilMax can already import them.
I used the v0.5 of the tool to inject Jill's animation file seriously about 70 times (replacing 50 different animations), overwriting my old injections with new ones as I found issues and fixed stuff and found out how to make the movement less jerky and weird (just limit the number of keyframes on the root bone). The file grew up to 19MB but it still works in-game, and every single movement animation (except the dodges) has been replaced by custom injected ones from 3ds Max:
It's so cool, being able to change animations has always fascinated me. Thank u for this tool, so will it be possible to import and exchange animations with games developed with RE engine?
Lionix yes, this tool works with all RE Engine animations
And today, I have an updated version of the tool v0.6 that does two really cool things:
1. Bone name conversion between different games using the "RE2 <--> DMC5" button
This is a bone renaming table that makes RE animations able to animate DMC5 and RE7 characters, and vice versa:
You press "RE2 <--> DMC5" while having your animation skeleton selected and it renames automatically. Here is an example of how it retargeted a Trish cutscene animation to work on Jill:
2. Automatic retargeting of animation size / stature using "Import Bone Positions" button
This is really cool, you can use this to automatically make any animation fit any character by importing their bone positions to your animation in Max before you export. Just select all your bones, click "Open Motlist" and press "Import Bone Positions" Here is an example of it converting a Jill animation into Carlos's manly size and stature:
The animation still plays normally besides having its shape changed. This function even works for facial animations! Here I have taken this cutscene facial animation for Jill:
...and imported Claire's bone positions onto it, then injected it into Claire's motlist file, and it came out like this:
"Import Bone Positions" even allows little Sherry's animations work on Mr X, while keeping Mr X as his normal 8-foot-tall self: (ignore the head, that is a separate animation I didnt touch)
There is also a new function called "Clone Bone" that I often will use for fixing bones in RevilMax animations that are imported with broken keyframes. You select two bones and it makes a copy of bone 1 that has bone 2's name, parenting, and position, but still bone 1's keyframes
Post by mysteriouspowers on Dec 21, 2020 2:51:46 GMT 10
I need help. when i import the Vergil's animation. then edit it. then export it and use Fluffly manager to load the edited animation back to dmc5...it keeps crashing my game. please help thanks
I need help. when i import the Vergil's animation. then edit it. then export it and use Fluffly manager to load the edited animation back to dmc5...it keeps crashing my game. please help thanks
I've got you on Discord It works now, there was a problem with the CLIP data at the end of the file, and I have updated the motlist template to better parse it. The problem has been fixed in version 0.61 and hopefully all your crashing issues are resolved
3dsmax is required both to import the animation (with RevilMax, a plugin for 3dsmax) and to export with the Motlist Tool (a Maxscript). However you can still do your animation work in blender, if you export your animation to Blender as FBX and then back to Max as FBX again when you're done
learningyeoman, did you find how import to blender? I use export FBX on 3ds max 2017. In blender used import FBX and get a lot of lines (look like it's "Empty" objects). So don't know how to work with it in Blender . Somehow convert to armature? Also tried "Better FBX" plugin, it's tottaly import nothing - yes, it's BETTER than a lot of lines (sarcasm)
Also try to edit cutscene in 3ds max 2017 (I am not familiar with it). Just want to do some loop animation with keyframes from cutscenes. I used timeline (it's so narrow bellow 3d view). So I did and it's work in 3ds Max, but after export, model with that animation didn't appear in cutscene. Jill just dissapear and said "I don't want be looped in NSFW dance for you" (joking). It's must be mine hands.sys problem
This is an amazing tool. The "Import Bone Positions" works for transferring the male player zombie attack animations to Jill. I'm just curious as to if this is what they do in the Engine itself because I can't find any animations for Jill specificity.
Do you know what tree files like "em0000_es_pl_bite_tree.motlist.99" are for? Maybe that has something to do with it.
Could this tool be adapted to import/export .mcamlist.14 files for camera animations?
Could this tool be adapted to import/export .mcamlist.14 files for camera animations?
Yesm it will be very interesting if we could edit camera animation. I searching way how to clear camera animation in zombie attack animation. I use injectable camera mod for create screenshots, and while zombie attack I can't detach camera from animation. Will be nice if there will be anyway to clear camera animation while zombie attack. Sorry for my english
If anyone is interested, you can also use the motlist template (linked above) to edit very interesting frame data that is tied to the animations. It is in found the CLIP structures appended to the end of many mots:
These properties for one of Vergil's attacks in Devil May Cry 5 are used to decide things like at what frame of an attack the user is allowed to cancel out (usually called "JumpStart"), recovery times, true/false checks, and much more. They control how animations use hitboxes and when effects are used with animations. When a property says "-1" it usually means it's not used. There can be multiple "Clip" structs in one mot's CLIP data. Typically the first one is the most important one for gameplay-mechanics stuff, and then later ones may be for audio cues (with "wwise" tracks) or particle effects.
In a few rare motlist files, there may be CLIP data appended to the end of the entire motlist. There is unfortunately no indication of when this data should be there so I can't find how to fix the offsets for it when mots are injected into that motlist and the size is changed. These motlists will crash 100% of the time (an example being pl0100_ebo_ivo.motlist.85) when injected normally. To get past this, you can hex edit your motlist and paste the bytes of your mot after the end of the motlist CLIP data, and then change the Pointers[] address for that mot to be there, and inject it from there (like I was saying as the crash fix in the original post).
learningyeoman, did you find how import to blender? I use export FBX on 3ds max 2017. In blender used import FBX and get a lot of lines (look like it's "Empty" objects). So don't know how to work with it in Blender . Somehow convert to armature? Also tried "Better FBX" plugin, it's tottaly import nothing - yes, it's BETTER than a lot of lines (sarcasm)
Also try to edit cutscene in 3ds max 2017 (I am not familiar with it). Just want to do some loop animation with keyframes from cutscenes. I used timeline (it's so narrow bellow 3d view). So I did and it's work in 3ds Max, but after export, model with that animation didn't appear in cutscene. Jill just dissapear and said "I don't want be looped in NSFW dance for you" (joking). It's must be mine hands.sys problem
I think this happens because it needs to have real bones in order for Blender to animate it or rig to it; Revilmax imports bones as helpers, not bones. You should be able to fix it by exporting as FBX and importing back in with the option set to import the bones as bones. Then exporting that. Also, Noesis should be able to do it by exporting the FBX as FBX
This is an amazing tool. The "Import Bone Positions" works for transferring the male player zombie attack animations to Jill. I'm just curious as to if this is what they do in the Engine itself because I can't find any animations for Jill specificity.
Do you know what tree files like "em0000_es_pl_bite_tree.motlist.99" are for? Maybe that has something to do with it.
Could this tool be adapted to import/export .mcamlist.14 files for camera animations?
Could this tool be adapted to import/export .mcamlist.14 files for camera animations?
Yesm it will be very interesting if we could edit camera animation. I searching way how to clear camera animation in zombie attack animation. I use injectable camera mod for create screenshots, and while zombie attack I can't detach camera from animation. Will be nice if there will be anyway to clear camera animation while zombie attack. Sorry for my english
I have looked into .mcamlist a little bit, and made a small 010 Editor template for reading them. I might make a separate tool for handling them actually, I did not know anyone cared about them that much. They are comprised of a list of animations (like mots in a motlist) of the camera moving and rotating along a track. They could be imported and exported as a moving bone animation or maybe an actual camera object (never messed with those) moving and rotating across the scene. In combination with the motlist tool, it might be possible to make entirely new cutscenes with custom camera angles
Also, about the tree stuff, that file is filled with MTREE structures, I have not studied them much. I'm not sure how its used, that needs more research as they might be important for animation blending. Each one is much smaller than a mot.
And the character zombie bite animations can be found in "stm\escape\character\enemy\em0000\animation\list\pl\em0000_es_pl20_facial.motlist.99" for Jill They are zombie bite animations that have "pl" in their names. Each paired animation is synchronized by the "Null_Offset" bone. The frame data for the Null_Offset bone should be exactly the same in both animations of the pair, so much that you could just copy and paste the rotations or translations for it from file to file without breaking anything
I have looked into .mcamlist a little bit, and made a small 010 Editor template for reading them. I might make a separate tool for handling them actually, I did not know anyone cared about them that much. They are comprised of a list of animations (like mots in a motlist) of the camera moving and rotating along a track. They could be imported and exported as a moving bone animation or maybe an actual camera object (never messed with those) moving and rotating across the scene. In combination with the motlist tool, it might be possible to make entirely new cutscenes with custom camera angles
Also, about the tree stuff, that file is filled with MTREE structures, I have not studied them much. I'm not sure how its used, that needs more research as they might be important for animation blending. Each one is much smaller than a mot.
And the character zombie bite animations can be found in "stm\escape\character\enemy\em0000\animation\list\pl\em0000_es_pl20_facial.motlist.99" for Jill They are zombie bite animations that have "pl" in their names. Each paired animation is synchronized by the "Null_Offset" bone. The frame data for the Null_Offset bone should be exactly the same in both animations of the pair, so much that you could just copy and paste the rotations or translations for it from file to file without breaking anything
Thanks that's great info. I've starting writing my own import script in Maya based on the Motlist Template and RevilMax. It should be able to import the camera with a bit more work now. For the Null_Offset do you mean just synchronized with the root location of the enemy animation? Or is there some way to use this to fix zombie rotations? The zombie attacking Jill has hover hand problem. There must be something that corrects this. It must be for the zombie too because you can't really make her shoulder higher and have it look right. With the camera import I should be able to more easily compare it to in-game.
I'm trying to figure out the terminology used in all the files too
jack = hijack player animations?? es = ?
EM = enemy
pl = player
individual anims will have C = Close F = Forward B = Back
etc.
I think I found a few problems in the Motlist Template when I was comparing it with values in RevilMax and my own tool //LoadQuaternionsXAxis16Bit //LoadQuaternionsYAxis16Bit //LoadQuaternionsZAxis16Bit All of these should be using "MaxUnpackY * (RotationData / 65535.0) + MaxUnpackX" to get the right data.
//LoadQuaternions13Bit RE3 Before this value you need to turn on BitfieldDisablePadding(); BitfieldLeftToRight(); to get the right value
And for looking up bone names use boneHash instead of boneIndex as some clips have different boneIndex
WELCOME TO RE MODDING. Please use [u-rl][/url] (remove the - in the first tag) tags at the start/end of links.
Preem: r/drownedmods is gone. RIP RE6 Mod Collection
Nov 1, 2024 23:49:18 GMT 10
bigcoagulatedgravydg: r/drownedmods moved to discord a while ago, then for some reason they shut it down and moved to some shitty forum that I don't remember the link to. Google it and you'll probably find it
Nov 2, 2024 5:41:11 GMT 10
ranez274: Make mod residen evil 4 ultra impossible hahaha
Nov 3, 2024 2:23:00 GMT 10
xxxxx: why *ERROR Line 231: Function 'ParseJson' does not have permission to execute functions inside DLLs.
Nov 4, 2024 3:27:45 GMT 10
XionicXeroJethroteX: Hey guys just wondering if anyone here got the original (sheva clubbin' cutscene head) evfpl13.arc file for RE5? was being dumb and didn't backup my file before doing some modifications. Would really appreciate if you'd be able to send it to me.
Nov 17, 2024 6:30:09 GMT 10
meema2two: Evening/morning depending on where you happen to be. Just found this via YouTube. I play RE4 all the time, but have no clue how to get this version, Welcome to Hell. Would love to be able to play this on my new MSI gaming laptop.
Nov 20, 2024 9:38:37 GMT 10
ryhanzfx: I just want to say awesome mod but recently i lost a copy of the mod and need to redownload and it is corrupted, but i have solutions
Nov 20, 2024 12:21:09 GMT 10