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Metal Gear Solid 5 (MGSV) animations

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JohnHudeski, posted Mon Oct 23, 2017 4:07 pm (27637)


Thank you so much.
I found out the FRig later on
It contains mirroring data stuff

Code:
struct FoxRigFile
{
    uint hash;
   
    int typeStrAddr; //start Name
    int endOfStr; //end of Name
   
    int groupCount;
    int a;
    int fileSz;
    int endOfGroupData;
    int startOfGroupData;
   
    int []groupAddr; // new int[groupCount].  points to a 32byte data structure
   
    char Name[20]; //"HumanBody"
  }
 


Hmm i think its like masking weights
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id-daemon, posted Mon Oct 23, 2017 5:34 pm (27640)


JohnHudeski wrote:
I found out the FRig later on
It contains mirroring data stuff


I know all that it contains. But I don't want to implement these groups. If you want, go ahead.
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JohnHudeski, posted Mon Oct 23, 2017 7:16 pm (27645)


I wasnt going to fully implement it. I just needed the barest necesities
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JohnHudeski, posted Fri Nov 03, 2017 9:22 am (29678)


At last! But

So guys I managed to get this thing working except 1 problem
The position values are 16 bits and I naively thought they were to be read as halfFloats (16 bit floats)
Well it doesnt work. I have every thing else working except positioning and it results in the funniest animations ever

please can you share how you converted the 16 bits used for position?
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youarebritish, posted Wed Dec 13, 2017 7:24 pm (30734)


JohnHudeski wrote:
At last! But

So guys I managed to get this thing working except 1 problem
The position values are 16 bits and I naively thought they were to be read as halfFloats (16 bit floats)
Well it doesnt work. I have every thing else working except positioning and it results in the funniest animations ever

please can you share how you converted the 16 bits used for position?

Could you share anything you've done and/or found? I'm working on FoxKit, a general-purpose MGSV modding tool, and anything you've got would be a big help. I don't have support for any of the animation or rigging-related formats yet because there's not much documentation on them.

EDIT: Also, feel free to join the MGSV modding Discord ( https://discordapp.com/invite/3XwAsWV ) to share knowledge. Unfortunately, I don't know the answer to your question, but someone there might.
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JohnHudeski, posted Sat Feb 17, 2018 3:46 pm (32551)


OMG I havent been here in like 4 months. Most of the code is already paste here. I'll see you on discord
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id-daemon, posted Sun May 27, 2018 3:37 pm (35330)


Horse animations tool
https://www.youtube.com/watch?v=PZolKsvWH1M
IK pole vectors are not applied on this video, so you can see some improper positions

Image

hrs0_main0_def.fmdl model must be in the same dir, tool needs it for bones.
fmdl_dictionary.txt has all known horse bones, 2 bone names are still used as hashes

leg IK:
- IK_TARGET_ ... bones are targets for nails (position rotation)
- IK_pole_ ... (pole vectors) must be applied somehow

There is one additional rotation for each leg, thats supposed to set feet rotation, these are not extracted, because I don't know how to apply them.

mgs5_horse.rar

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ExactExtract, posted Sat Jun 19, 2021 10:06 am (64787)


Sorry for the silly question, but how do I get the SMD file of the model and skeleton into blender? I have the fmld file and I have the animation smd but I can only import that smd SKELETON animation, I don't have the smd model and skeleton which is in daemons blender scene before he imports the SMD animation from cmd.

The tool is working great, but I can't seem to figure how we get the model and skeleton smd before we import the cmd smd animation file into blender onto the skin mesh as per daemon's tutorial here - https://www.youtube.com/watch?v=qWGr2lJGG50&t=0s

Many thanks!
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dimis9138, posted Sat Jun 19, 2021 4:00 pm (64793)


Anyone that's used this tool before, does this also export shape keys by any chance or nah?
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