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Zero Tolerance for Disrespect

Outfit7 starlite engine (pre-2023) 3d models (My Talking Tom 2/My Talking Angela 2 etc)

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  • scratchcat579
    scratchcat579

    and this is the ONLY good use case for the extracted files..  

  • Yes, it's very valuable for learning. I'll take a good look at this article. In fact, I've been paying attention to your research for a long time.

  • scratchcat579
    scratchcat579

    the 20 float bytes in the header are actually bounds. my importer script uses them.

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On 2/27/2025 at 4:13 PM, yarcunham said:

Here is the "user-friendly" version of the scripts (very heavy quotation marks on user-friendly):

If you have downloaded the MTA2-angela.7z in the earlier post, you have a bunch of meshes, a skeleton and a whole bunch of animation files.
For this tutorial, I'm going to assume that you unpacked the files in the directory C:\Users\SlimShady\Desktop\MTA2-angela

To import them into blender, follow these steps:

Download and unpack the blender-outfit7-import.7z somewhere, it contains 3 python files: blender-outfit7-animation-converter.py blender-outfit7-model-converter.py and blender-outfit7-skeleton-converter.py

Open each of those files in Blender's text editor, in the scripting tab.

Scroll all the way to the bottom blender-outfit7-model-converter.py and type in the absolute path to the skeleton file in the read_joint_parents_and_names function call.

For example:
read_joint_parents_and_names(r'C:\Users\SlimShady\Desktop\MTA2-angela\angela_SKELETON.dat')

Then add the path to the directory that contains all the meshes to the process_dir function call,
for example:
process_dir(r'C:\Users\SlimShady\Desktop\MTA2-angela\mesh')
Alternatively, if you only want to import just one of the meshes, type in process_single(r'C:\Users\SlimShady\Desktop\MTA2-angela\mesh\angela_bodyAngelaMTA2_MESH_SKINNEDMESH.dat')

Now you can run this file by clicking on the "play" button in the header. The meshes should pop into the 3D view within a few seconds.

Now scroll all the way to the bottom of blender-outfit7-skeleton-converter.py and type in the absolute path to the skeleton, again, to the process_single function call.
for example:
process_single(r'C:\Users\SlimShady\Desktop\MTA2-angela\angela_SKELETON.dat')

You can now press the play button in the header. This script creates 2 armatures, a "reference" armature and a "deform" armature. The reference armature is named "angela_SKELETON-reference" and the deform armature is named "angela_SKELETON".
Immediately after running the script, you will only see 2 very small bones on the X axis. The one that 2 units away from the origin is the reference armature. Select the reference armature.

Now, scroll down to the very bottom of the blender-outfit7-animation-converter.py file and type some animation file path in the process_single function call,
for example:
process_single(r'C:\Users\SlimShady\Desktop\MTA2-angela\anim\angela_stickerAlbumPoses_roomPose1.ozzanim')

Make sure that you have the reference armature selected, then click on the play button. The two armature should now "pop up" into existence.

Now select one of the meshes, then shift-click on "deformation armature", the one that is just named "angela_SKELETON", then press ctrl-p and select "Armature deform". Make sure that you select "Armature deform" specifically and not any of the other options.
Now click on the next mesh, shift-click on the deformation armature, press Ctrl-P, select "Armature deform". Do this until you have parented all of the meshes on the armature.

If the already-parented meshes are in the way, you can select the mesh and hide it by pressing H
Once you've parented all the meshes, you can unhide the hidden meshed by pressing Alt-H


That is the basic process.

 

Any animations you import will be added as an action with the same name. So If you you followed this post and open the action editor, you should find an action named "angela_stickerAlbumPoses_roomPose1-anim" in there. You can then add the actions in the NLA editor to make longer animations

blender-outfit7-import.7z

deleted

Edited by AexaDev
mistake

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