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Posted (edited)

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#iwbCbkflPokbiqXUncxe6I4b4EQSJaVy5fxmmO7ueXQ

 

 

Edited by Destinyterror
  • 2 weeks later...
Posted (edited)

I don't own the game so I can't personally test anything or look at the files. What I can say just from observation is that with some of the animations and your model importer it is having orientation issues. To find out if this is the armature itself or error with importing the animations, make a duplicate skeleton and retarget to it the animation that has normal skeletal/bone orientation. If the hands/fingers still look off, you got your answer.  About the "spider stretch" screenshot I see from your pictures. I have seen that a LOT with people trying to work with Mortal Kombat 1 animations and many games in Unity engine. Totally different engines but probably similar issue. Importer is wonky with the skeleton/bones and gets incorrect animation data.  First try a retarget. If you have Claude A.I you can use the blender MCP with Claude and it can generate a normal skeleton with duplicate names in blender for your retargeting tests to save time. 

Edited by Eilde

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