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.
looks great, really cool you're making a Maya plug-in!
as for the problem with zombies grabbing Jill looking off, it's the same problem as with Claire. Capcom animated them to work correctly for hitting Leon, but because Claire and Jill are shorter they're doing some magic under the hood. They've actually talked about this exact issue when making RE2R in a part of a really extensive demonstration on how some of the RE Engine tech works:
it's using the local position of the shoulder joint on the character model (Leon/Claire/Carlos/Jill, etc) relative to it's position in the world to calculate where the IK Joint of the zombie hands need to be when grabbing the same also applies to the survivor's hands when holding/pushing off the zombies.
A similar method is used for their heads when biting, but instead of changing the head/neck bones they're adjusted from the zombie's waist to make it less noticeable, when this happens the zombie's leg IKs make them have more bent knees to be partially squatting.
^ all of this is shown in that video I linked. There's a few of these videos on that same YT channel, it's really interesting stuff
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.
looks great, really cool you're making a Maya plug-in!
as for the problem with zombies grabbing Jill looking off, it's the same problem as with Claire. Capcom animated them to work correctly for hitting Leon, but because Claire and Jill are shorter they're doing some magic under the hood. They've actually talked about this exact issue when making RE2R in a part of a really extensive demonstration on how some of the RE Engine tech works:
Very nice! that video is just what I needed. Now I know it's some kind of active retargeting. Looks like part of it involves the zombie hand bone knowing about Jill's shoulder bone and they do some IK targeting. Something in-engine must be fixing the muscleOffset bones for Jill too on animations designed for Carlos. That's why some of the Carlos animations look like there's a chunk taken out of her leg.
Could possibly do something with Maya's HumanIK to replicate this stuff but for modding purposes making animations just for Carlos might work without having to do anything else. RevilMax seems to be doing something with IK in one of the files and has a setting for it but I'm not sure it has anything to do with this and doesn't seem fully implemented.
Very nice! that video is just what I needed. Now I know it's some kind of active retargeting. Looks like part of it involves the zombie hand bone knowing about Jill's shoulder bone and they do some IK targeting. Something in-engine must be fixing the muscleOffset bones for Jill too on animations designed for Carlos. That's why some of the Carlos animations look like there's a chunk taken out of her leg.
Could possibly do something with Maya's HumanIK to replicate this stuff but for modding purposes making animations just for Carlos might work without having to do anything else. RevilMax seems to be doing something with IK in one of the files and has a setting for it but I'm not sure it has anything to do with this and doesn't seem fully implemented.
Glad I could be of some help. I knew they talked about this exact issues. Just had to dig for a bit to remember where it was.
I wouldn't be too surprised if it's a problem with REvil max btw. The version that person made for older RE titles also had issues with IKs when the skeletons/animations were imported. So it's possible it's just partially broken on import.
Not taking mod requests currently
My YouTube channel where I might post stuff, related to stuff: My youtube chanel
I was able to get the cameras into Maya and playback parts of scenes from both RE2 and RE3. Should be easy enough to get them back into the game now. At least if you keep the number of frames in time with the animation.
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
oh that's so excellent, Revilmax has a lot of little problems importing all sorts of animations. I don't have Maya but maybe I'll look into it for trying this.
Thanks for finding those problems in the motlist template; I had not done too much testing with the packed values to make sure they were all accurate, since I didn't make an importer myself and my exporter wrote it unpacked. RE3 is a bit weird about the bone indices, since lots of mots will not have any bone headers at all. The bone headers dont seem to be as important as you'd think
And the Null_Offset bone seems to be considered like the center or reference point of the whole double-animation, if that makes any sense. It is not always in the same position as the root bone I havent researched it enough to fully understand how it works but the only way I could get the positions of custom bite animations to sync correctly with their paired player animations was to export with the same Null_Offset bone from one of them for both animations.
I was able to get the cameras into Maya and playback parts of scenes from both RE2 and RE3. Should be easy enough to get them back into the game now. At least if you keep the number of frames in time with the animation.
Great job, I had only made that template work for RE2 and it was barely compatible with RE3. Your version has way more figured out. Interesting how all these zoom vectors just have X values with 0's for the Y and Z
I'm trying to change RE3's Infinite Rocket Launcher model into the M66 Rocket Launcher. As you can see below, I've already managed to change mesh and animations (got them from Resistance), but I can't figure out how to correctly allign the weapon in Jill's hand/arm/body.
How do you get the skeleton to work properly with imported meshes? Only a few bones seem to line up with the mesh for me. Im just importing the .motlist files over the meshes, im guessing thats the wrong way to do it. heres the result im getting imgur.com/BF2JvaG
Hello everyone. I'm new to the modding world but I've already done some beautiful mods because I learn quickly and I find solutions by myself. The only thing I can't properly do is the animation now. I've got all the softwares needed. I have only one mod that replaces Sherry's animation. I've looked into the files and I did many attempts to find out which are the files that make her modified animation work. One is cmm_move.motlist.85 and the other is cmn_move_cndanger.motlist.85. The files were changed from a modder with a custom animation found on the website mixamo.com . If I try to overwrite these animations with another one, the ending result is a T pose Sherry, or the animation doesn't get overwritten. I'm sure I'm missing something. I don't want to swap animations among characters, but I want to bring custom animations in game. How do I edit the bones for custom animations imported in Fbx? Can someone kindly explain me? Eventually with a video ,also on discord. Maybe my plugin to import animation is not working as I can only export and edit the motlist and inject the animations from the game. When I import animations I use just Autodesk to import the fbx (the animations not from the game but from Mixamo website) and then when I want to inject the new animation I find a list of about 40 files and for every animation that I inject in motlist I get one new file named cmn_move.NEWmotlist.85. I don't know which one to replace and why I get a T pose or my character doesn't move. Please help. Anyone with a huge kindness 🙏
Last Edit: Sept 26, 2022 18:31:38 GMT 10 by pgamer1987
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
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
Post by pgamer1987 on Nov 12, 2022 18:49:18 GMT 10
Thank you very much for your guide. I've got just a question about this. I've got all the softwares and the tools to make the animations on Re2 but it seems that you have explained how to import a motlist in Re2. I ask you however how can I import an animation and inject it then to a motlist. If I have an animation in .fbx format what shall I do to convert it to motlist? Thank you very much in advance for your answers
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
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xxxxx: why *ERROR Line 231: Function 'ParseJson' does not have permission to execute functions inside DLLs.
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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
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