Animation file formats
Talk about animation formats used to animate 3d/2d models. Or help others.
50 topics in this forum
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Hi everyone ๐, Iโm studying the PES 2021 .gani / .mtar animation format and trying to understand how the animation data is applied to the body skeleton. My final goal is to reproduce a similar football animation pipeline in Unreal Engine 5 for study and experimentation. So far, I have been looking at: .ask skeleton files .gani / .mtar animation data QUAT12 / QUAT_DIFF rotation tracks root motion track/channel mapping IK-like chains for legs and arms I already have my own extracted local PES 2021 files, and Iโm comparing them with public tools/templates such as Fox Engine templates and old Python/Noesis scripts. The bi…
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Animation file from FGO arcade, uses the same engine as various Project DIVA titles but the animation files are formatted in a different way. .mot Tool: https://github.com/h-kidd/noesis-project-diva (works with FGO Arcade's model files and .mot files from Miracle Girls Festival and Project DIVA but it doesn't work with FGO Arcade's .mot files, but you can edit the source code of the tool to try to make it work with the game's .mot files) Sample file is in the attachment. mot_svt_0001.zip
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Hello, I'm researching The Legend of Spyro: The Eternal Night (PS2) and trying to modify Spyro's main character model. I was able to extract the game files and export Spyro's mesh using the available Noesis plugin. The problem is that the exported model contains only geometry. There are no bones, skeleton data, skin weights, or animations. Does anyone know where the skeleton and animation data are stored, or if there are any tools/scripts available that can extract them? Any information about the character rig, animation format, or importing/exporting character models for this game would be greatly appreciated. Thank you.
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I was looking for info about animation for those games https://web.archive.org/web/20180221150930/http://rewiki.regengedanken.de/wiki/.PLD Found this around the re3mv tool, but nothing much Do you know if somebody managed to read those animation files?
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The game engine is the same as MSGV/P.T (Fox Engine) but I know those games .gani/.mtar cannot work with PES but kinda similar. I've tested swapping animations files between PES19 and 21. Both are compatible with each other. There's a "sort of" working tool for exporting mtar (they're kinda like a zip file for gani) to FBX for PES2017 here: https://gist.github.com/Hazuki-san/50e5ad0860d3b5e276eddf41bc2e570f Partially documented file format here: https://github.com/kapuragu/FoxEngineTemplates/blob/main/gani.bt The attached file is an animation where player stand still. Example .gani and .mtar (from PES2019) files can be found below, I've also included nece…
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- animation
- animations
- g1a
- g1m
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Hello everyone, I have a very serious problem with the EVFace file type. I sent a video in the archive and at first we see a normal animation, everything works fine, but when I run the model with facial expressions, we see this: she looks up with a broken neck, and instead of animating any part of the face, her fingers are animated. Is there any way to fix this? I would be very grateful for your help, I have fixed almost everything except one and the most important part Game: One Piece PW4 Extracted by using: Cethleann 1.2.0 (The newest version one doesn't work correctly.) Program: Noesis 4.474 Plugin: Project G1M v1.8.1 Sources: https://driv…
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Are there any tools that lets you convert .anm, .chore, .ptable files to .smd, .gltf and .glb? I'm trying to get the animations and facial expressions from the game so that I can convert the models to MMD (MikuMikuDance) with the exact facial expressions. Kenny.zip
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Hello everyone, I repost here because i found out the attachtment is a animation file maybe? (https://rewiki.miraheze.org/wiki/Kingdom_Under_Fire_UPT) ,I need some help extracting this .UPT file. It belongs to the game Kingdom Under Fire (2001). Iโve tried several methods using WinRAR, ZIP, and different extractors such as Game Extractor/Dragon unpacker/Magic extractor, but I havenโt had any success so far. Inside the RAR, there is also a tool provided by the developers that allows viewing the textures, but unfortunately it does not allow extracting them. Could someone please help me or guide me on how I might be able to extract the remaining files? Thank y…
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Hello guy's, opening this topic to know if someone find out how to extract animations from the models of Bleach Rebirth of Souls ? Hope someone will have a solution to extract them easily
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~ Most of the work in this game has already been completed in this repo. Models are stored in chunk files. This particular tool doesn't parse skeletons or skinning, Attached a python script which does parse skeletons and skinning. There is no compression or encryption in the animation files. In a model with a very simple skeleton, I've had no issues extracting animations. But this is a little outside of my knowledge area. I can't find where the animation binds to specific bones. Attached some sample model chunks. ntdf model viewer.zip sample model chunks.zip
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Making a post here for some partial tools someone else can finish. I don't have the time to invest to complete this or any desire. Animations and models for this game are mostly solved with issues. It would require some reverse engineering by someone else if they want to make a 100% accurate importer. First I will explain the method of how to get the assets from these games using Kinnikuman Muscle Grand Prix Max 2 Tokumori as the basis with the scripts I am adding here for people to use if they want. If you have a physical copy of the game or obtained it by other means, you will need to get the AFS file off of the disk/iso. To do this, you can use winrar or other tools to…
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What is .iff from Project IGI and can someone make an IFF plugin for Blender or Noesis, and do IFFs contain skeletons or animations? I've asked NEWME0 (Artiom Rotari) on GitHub but he won't create a 3D model or skeleton viewer: https://github.com/NEWME0/Project-IGI/issues/21 I tried Artiom's binary template for IGI 1 IFF but it failed: https://github.com/Jones-HM/project-igi-research-data/blob/f9bd5c32e239465305e3add1cc1d760368ba89a6/Templates/IGI1/IGI1_IFF.bt 000iff.rar
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Animates DirectX .x models. I've attached some samples, but I don't really understand animation formats too much so hoping someone might be able to educate me on this particular topic? It appears cheers! anm.7z
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Been interested at modding this game ever since I discovered the JAM unpacker file in this site. Now i'm wondering if anyone could make a tool to extract the .WKA file which from what I learned are the animation file for the game.
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Thanks to @Durik256 i can import animated models from Looney tunes dash but with small problem... Bones looks mirrored at right side and i think is because i need to use right or left handed but i am not sure if anyone tell me only 1 thing wich IS i need right or left handed? fmt_fmlb.py
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Hi. I have unpacked assets from the game Cyber Hunter, which closed in July 2024. I'm actually very interested in the animations from this game. After a bit of research into all the archive directories, I'm pretty sure that the .gis files are animation files (the folder that stores all the animations has the Chinese name "dongzuoku_gis" - which translates to "Action library"). Also, all the files have the correct name (lobby_emotion_laugh.gis) and are quite large size (typically for game animations lasting ~15 seconds). After checking the file in Hex, I was able to determine that the first bytes contain a list of bones, followed by, I believe, animation keys. Does…
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Hello, I'm interested in extracting character animations in GOWIII/GOW:Ascension. I've used psarc and akderebur's GOWaviewer to extract models and textures from wad files. But as far as I can tell it doesn't seem to extract animations. I've seen a GOWbrowser program that can extract animations for GOWII but not anything after. Does anyone know how to proceed?
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I am editing this post because I solved the animation format except for one small factor that I still don't understand. In the files uploaded there are two versions of the animation converter. V2 and V3. V2 will retain all root bone animation data but you will get "arches" on ALL animations. I thought this was some kind of inworld velocity movement and I was making a mistake but no... This arch has something to do with the engine for the game reading how much "motion" and direction of that motion the animation should go but unlike with normal animations where it would simply move on a x or y axis, these have an arch. I can't fix this because I don't understand it. Also, I…
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This is my first time posting on this website so please forgive me for not formatting this properly if such I made a mistake. Recently I have been reverse engineering a lot of different games for various old consoles or obscure hardware/software. Some due to clients "Paid commissions", other due to personal curiosity. List is rather large. Recently, I came across the game Garou Golden Knight. I was asked to make tools and a system as to where people could easily "mod" the game. So far, I am about 80% there. Packing/repacking tools work. Decompressing the files is required before any file editing, etc. This game like many others uses Renderware for models, animations, etc…
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this for the game Onee Chanbara ORIGIN , when i extract the model => tmd2 then i import to it animation the hands/fingers get's messed up dunno if it's a problem with the extraction or the importer it self : https://imgur.com/GbiQSFe https://imgur.com/2NWNUbD https://imgur.com/09upwk4 sample : https://mega.nz/file/vgBSlQxL#7vGvdWy9eiD7cgsy5OaKyxpdD5zK56HdnpRFlmDN_S0 importers for blender : for model tmd2 (it can also import tmo files but by dropping them directly into blender no drop menu or option ) => https://github.com/Al-Hydra/BlenderTMD2 for animation (tmo2) => https://mega.nz/file/blRAlb4R#iwbCbkflPokbiqXU…
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I tried UE viewer but returns an error and crashes appMalloc: size=-1392 (total=2 Mbytes) <- FArray::Empty: -116 x 12 <- TArray::SerializeSimple <- TLazyArray<< <- FStaticLODModel<< <- TArray::Serialize: 1/4 <- USkeletalMesh::Serialize <- LoadObject: SkeletalMesh'CBA_Characters.General', pos=132000, ver=129/10, game=ue2 <- UObject::EndLoad <- LoadWholePackage: Animations/CBA_Characters.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590 Any ideas where to convert UKX and SkeletalMesh files. Thanks in advance. ww2crtb_ukx.zip CBA_Characters.zip
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The compression issue I was having is solved. If you want to mod this game. Make a backup of the main AFS container. You will need to edit the main AFS container or copy that you created in a hex editor of your choice. Remove all the bytes before the AFS header, save it, then use whatever AFS extractor tool you like . Some popular gui based AFS extractors don't auto rename so you will not be able to get all the CHR files out. BMS scripts will give you blank file names. After, you can take any CHR container and use the script I placed here to extract the files then do a lite fpack decompression. After, you can use DragonFF to import models. Animations are TMO and AMN Ren…
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Iโm working with Mario + Rabbids Sparks of Hope assets and I'm stuck on the game's ANIM files. I've already extracted everything from the SDFTOC and can access the models and animations, but I canโt figure out how to read or convert the ANIM files into something usable like FBX. From what I can see, each .ANIM contains sections like: DTRA โ translation data DSCA โ scale data DROT โ rotation data Plus a bone list at the end of the file. My goal is working plugin for Noesis. Iโve included a two samples including models for anyone interested. Thanks, DJ~ sample_files.zip
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Hello, Can anyone explain how to create scripts for QuickBMS? For example, Iโm trying to understand how simple scripts like this one are written: # Ratatouille (PS2) # DPS archive extract ComType lzrs_asobo Goto 0x120 Get TEMPNAME basename Get FILES Long Math OFFSET = 0x800 For A = 0 < FILES Goto OFFSET Goto 0x1c 0 SEEK_CUR Get COUNT Long Math COUNT * 4 Goto COUNT 0 SEEK_CUR Get SIZE Long Get ZSIZE Long Math ZSIZE - 8 SavePos OFFSET String FILENAME P "%TEMPNAME%_%A%" …
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Hey, Reshax! Wanted to ask if there's a way to rip animations from Army of Two (2008)'s animations for characters, vehicles, etc. I uploaded some sample files. I tried using Gildor's Umodel but it spits out this error: appMalloc: size=-843002380 (total=5 Mbytes) <- FArray::Empty: -843002380 x 1 <- TArray::SerializeSimple <- UAnimSequence::Serialize <- LoadObject: AnimSequence'AO2Game.AnimSequence_2', pos=843E21, ver=445/79, game=ao2 <- UObject::EndLoad <- LoadWholePackage: AO2Game.xxx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1562 Any ideas? Thank you!!! AO2 Animations.rar AO2FallbackCharacters_SF.rar
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