Metal Gear Solid 5 (MGSV) animations
-
- Posts: 1
- Joined: Sun Nov 13, 2016 1:16 am
Re: Metal Gear Solid 5 (MGSV) animations
id-daemon, any news your research?
-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: Metal Gear Solid 5 (MGSV) animations
The research was suspended about a month ago. I'm working on other projects.
I have no reports if anyone ever tried the published tool.
I have no reports if anyone ever tried the published tool.
-
- Posts: 40
- Joined: Mon Dec 29, 2014 8:49 pm
Re: Metal Gear Solid 5 (MGSV) animations
id-daemon wrote:JohnHudeski wrote:also it seems the floats are xor'd or encrypted
There is not a single occurrence of the float 1 in the whole thing. That is a flag
Ah, thats what are you talking about! No, nothing is encrypted here.
It seems you only reversed simple animations before. Because no serious animation engine will use plain floats. They use 8/16 or variable-bit integers. Like for one bone it can be 14-bit x,y,z , for next bone it will be 17-bit x,y,z and so on.
I did do one with half floats but 14-bit is new to me 17-bit is even stranger
What type of bits does MGSV use?
I think I can re-purpose my half-float reader for this.
-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: Metal Gear Solid 5 (MGSV) animations
JohnHudeski wrote:What type of bits does MGSV use?
I think I can re-purpose my half-float reader for this.
As I said, they use VARIABLE bits. I mean it. For one bone it can be 14-bit, for next bone it will be 17-bit. Number of bits used for each bone track is recorded in bone description structure inside of each anim.
-
- Posts: 40
- Joined: Mon Dec 29, 2014 8:49 pm
Re: Metal Gear Solid 5 (MGSV) animations
id-daemon wrote:JohnHudeski wrote:What type of bits does MGSV use?
I think I can re-purpose my half-float reader for this.
As I said, they use VARIABLE bits. I mean it. For one bone it can be 14-bit, for next bone it will be 17-bit. Number of bits used for each bone track is recorded in bone description structure inside of each anim.
Thank you so much. I think I can apply this to a bunch of other games I have been stumped on
For anyone looking for info on variable bit floats look here Riot Games example
-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: Metal Gear Solid 5 (MGSV) animations
New version of the tool. Now supports all human animations from Ground Zeroes and Phantom Pain. Use the appropriate EXE for your game.
-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: Metal Gear Solid 5 (MGSV) animations
New cutscene tool added. Phantom Pain cutscene support! All characters (including dogs, horses, etc)


-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: Metal Gear Solid 5 (MGSV) animations
Update! Diamond Dog MTARs.
All other tools updated (minor bugfixes). Humans may had problems with toes, some cutscene roots fixed.


All other tools updated (minor bugfixes). Humans may had problems with toes, some cutscene roots fixed.


-
- Posts: 46
- Joined: Wed Sep 23, 2015 4:47 pm
Re: Metal Gear Solid 5 (MGSV) animations
Hello there and thank you for this tool \o/
Unfortunately i'm getting this error when trying to open 3 out of 4 executables (only one seems to be working/not crashing is mgs5_pp_cutscene), can't really understand what's the problem~
I think the error can be translated like
"Exception not handled: System.IO.EndOfStreamException: impossible reading outside the end of stream"

Unfortunately i'm getting this error when trying to open 3 out of 4 executables (only one seems to be working/not crashing is mgs5_pp_cutscene), can't really understand what's the problem~
I think the error can be translated like
"Exception not handled: System.IO.EndOfStreamException: impossible reading outside the end of stream"

-
- Posts: 1040
- Joined: Sun Mar 22, 2015 7:09 pm
Re: Metal Gear Solid 5 (MGSV) animations
Amagakuro wrote:Hello there and thank you for this tool \o/
Unfortunately i'm getting this error
You are prob. trying to export anims using PP FMLD file. This will not work, because tool expects bone names to be there, and they are only in GZ files. You currently need GZ human model for it to work.
-
- Posts: 46
- Joined: Wed Sep 23, 2015 4:47 pm
Re: Metal Gear Solid 5 (MGSV) animations
id-daemon wrote:Amagakuro wrote:Hello there and thank you for this tool \o/
Unfortunately i'm getting this error
You are prob. trying to export anims using PP FMLD file. This will not work, because tool expects bone names to be there, and they are only in GZ files. You currently need GZ human model for it to work.
Ohh, i thought that this
For Phantom Pain also use the same GZ model, because the skeleton is the same, and it has bone names.
meant "also" and not "must", infact i used .fmdl file from PP.
Well, thank you for clarifying

-
- Posts: 2
- Joined: Fri Dec 23, 2016 8:38 pm
Re: Metal Gear Solid 5 (MGSV) animations
Heya!
So I'm trying to get a hang of these tools.
Two things: when running this .mtar through the tools it crashes after exporting a couple of .smd files. Using sna2_main0_def.fmdl from GZ in the same directory.
I did manage to get player2_cqc.mtar to extract, however I can't load the .smd's, 3DSMax spits out that it's an improper format. Is it due to the tools I use to import? Here is a sample of the .smd
If so, could you tell me what tools I should use?
Also, any updates on the alternative to Cra0's tools with proper weights? I read somewhere that you have a maya script, could that be released for now or sent to me? Thanks
Using reedus or lisa's models instead than snake's won't change anything. Since I saw that you managed to extract them correctly, could you tell me the exact procedure you used?
Many thanks in advance.
Anyway:
Expectations
id-daemon wrote:
What I got trying to decode PT animations (raw drag and drop of the file into the program you shared)

Using reedus or lisa's models instead than snake's won't change anything. Since I saw that you managed to extract them correctly, could you tell me the exact procedure you used?
Many thanks in advance.