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RE8 Facial Animations not importing #20
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Same as you, let's look forward to PredatorCZ's fix. |
And I noticed that the FPS of facial anims are all set to 4800 (should be 60 usually). |
Facials are always tricky. I've done some smaller fixes around library, might fix the issue in next release. |
natives/stm/character/ch/animation/ch02_0500/motlist/ch02_0020facialbasic.motlist.486 Thank you so much |
I came up with a hacky fix using 010 Editor. |
Thank you! |
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
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