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RE8 Facial Animations not importing #20

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alphazolam opened this issue Jul 3, 2021 · 6 comments
Open

RE8 Facial Animations not importing #20

alphazolam opened this issue Jul 3, 2021 · 6 comments
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@alphazolam
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alphazolam commented Jul 3, 2021

Hello again, sorry to post another issue, but I am unable to open motlist.486 motions for facial animations in RE8. They all import at 0,0,0 with only two or three keyframes, and the bones look like they are inverse or something (making a star-kinda shape). I suspect that that inverse look is from the bone headers / skeleton of the facial motlist, which, in RE8, has no bone parenting info at all besides that all bones are chidren of the first bone, "dummy". Maybe this issue could be bypassed by loading the animations into a 3dsmax scene that already has the correct / parented skeleton in it (from a mesh file), with "Additive Animations" checked?

I was able to make one of these broken facial animations import by itself with all keyframes (I think) by setting the int16 at the very end of the mot's header to be 0, and then by setting the 2nd frame count (the one 8 bytes after the first) to be the same as the first frameCount (from 0).

But even still, it is cursed or something and it crashes 3dsmax when I try to use Revilmax to import the animation onto to a mesh using Additive Animations. Exporting the animation alone as FBX + importing back into 3dsmax with "Update Animation" to a scene with the parented skeleton will import the animation with only two keyframes still, even though importing it to an empty scene will import the full animation. Opening the curve editor on this two-frame-imported FBX (updated animation) will crash 3dsmax to desktop.

Thanks again for all your effort

@kenshin20080-lab
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Same as you, let's look forward to PredatorCZ's fix.

@kenshin20080-lab
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And I noticed that the FPS of facial anims are all set to 4800 (should be 60 usually).

@PredatorCZ PredatorCZ added the bug Something isn't working label Jul 24, 2021
@PredatorCZ
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Facials are always tricky. I've done some smaller fixes around library, might fix the issue in next release.
Posting filenames that cause this issue could speed things up.

@kenshin20080-lab
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natives/stm/character/ch/animation/ch02_0500/motlist/ch02_0020facialbasic.motlist.486
natives/stm/character/ch/animation/ch02_0500/motlist/ch02_0120facialbasic.motlist.486
natives/stm/character/ch/animation/ch02_0500/motlist/ch02_0220facialbasic.motlist.486
natives/stm/character/ch/animation/ch02_1000/motlist/ch02_1020facialbasic.motlist.486
natives/stm/character/ch/animation/ch04_0000/motlist/ch04_0020_facialbasic.motlist.486
natives/stm/character/ch/animation/ch07_2000/motlist/ch07_2000facialbasic.motlist.486
natives/stm/character/ch/animation/ch09_0000/motlist/ch09_0020_facialbasic.motlist.486
natives/stm/character/ch/animation/ch09_0500/motlist/ch09_0520_facialbasic.motlist.486
natives/stm/character/ch/animation/ch09_3000/motlist/ch09_3020_facialbasic.motlist.486
natives/stm/character/ch/animation/ch09_4500/motlist/ch09_4520_facialbasic.motlist.486
natives/stm/character/ch/animation/ch09_5000/motlist/ch09_5020_facialbasic.motlist.486
natives/stm/character/ch/animation/ch09_6000/motlist/ch09_6020facialbasic.motlist.486
natives/stm/character/ch/animation/ch10_0600/motlist/ch10_0620facialbasic.motlist.486
natives/stm/character/ch/animation/ch10_0700/motlist/ch10_0720facialbasic.motlist.486
natives/stm/character/ch/animation/ch10_0800/motlist/ch10_0800facialbasic.motlist.486
and all the files in every "msgmotlist" folder

Thank you so much

@alphazolam
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I came up with a hacky fix using 010 Editor.
Run "RE_Engine_Motlist.bt" on a RE8 facial motlist, then run "RE_Engine_Motlist_fixRE8FacialAnims.1sc" on the opened template. It will change some things.
Then save the motlist and import it with Revilmax. It does not contain any parenting info, so you must import it either onto the mesh that it animates with "Additive Animations" checked, or import it to an empty scene, save it as FBX, and go to a new scene with its mesh already inside it and import the FBX animation using the FBX option "Add and Update Animation".
The template and script are attached below. Make sure the mesh has no bone numbers in its bone names.
RE_Engine_Motlist_fixRE8FacialAnims.zip

@kenshin20080-lab
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I came up with a hacky fix using 010 Editor.
Run "RE_Engine_Motlist.bt" on a RE8 facial motlist, then run "RE_Engine_Motlist_fixRE8FacialAnims.1sc" on the opened template. It will change some things.
Then save the motlist and import it with Revilmax. It does not contain any parenting info, so you must import it either onto the mesh that it animates with "Additive Animations" checked, or import it to an empty scene, save it as FBX, and go to a new scene with its mesh already inside it and import the FBX animation using the FBX option "Add and Update Animation".
The template and script are attached below. Make sure the mesh has no bone numbers in its bone names.
RE_Engine_Motlist_fixRE8FacialAnims.zip

Thank you!

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