-
Notifications
You must be signed in to change notification settings - Fork 5
Animation tools
Meshes and animations can be exported to FBX/GLTF format and then opened from Blender, edited, and imported back into the game's motlist format. All import operations work from the Mesh Viewer with the intended animated mesh open (e.g. a character or whichever object's rigged mesh).
With any supported mesh opened, expand the Import / Export section and press Export. If any animations are loaded, those can optionally get included with the exported file, but it may take a while for the mesh to be generated if a lot of animations are included. For animations, GLB/GLTF is the most reliable format, FBX sometimes breaks some rotations. Mesh geometry is still more reliably exported via FBX.
You can select a file (fbx/glb/supported mesh formats) containing animations in the Animations > Source File selection and it should act just like if a normal motlist file was selected. Using "View Data", the file can be opened up and from there, then you can copy any of the individual motion clips into another motlist or save it directly as its own motlist file. GLB/GLTF format is least likely to cause issues on import.
It is possible to copy animations from one game and paste it into another game's motlist file. When the games have different bone naming schemes / structures, the bones need to be mapped to the target game's skeleton.
Bone name mappings are defined in JSON files here, purposely made easy to modify by anyone. If you think they could be improved upon, feel free to modify the lists or add new mapping configurations. The configs get refreshed whenever the retargeting menu is opened. Bone layouts can be compared through blender, any ingame joint visualization features, or guessed from their names. Games close in release time usually have more similar bone structures and naming schemes.
Open up the two motlist files you wish to copy from and paste to in the editor. Right clicking on a mot file in the list gives you the option to copy/paste/paste(retarget) individual motion data. Retargeting will open the retargeting window where you can select which config to use and preview the changes made to the data. Press "Confirm rename" to rename the bones.
When pasting, the motlist will only be modified after you confirm the replacement ("Confirm Replace" button). When retargeting on an already existing motion, changes are immediate.