Bioshock infinite animations (morpheme)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Bioshock infinite animations (morpheme)

Post by id-daemon »

After making tools for Overwatch & Black Ops III animations, I decided to try something really hard. So this is the tool for Morpheme animations from Bioshock infinite.

https://www.youtube.com/watch?v=zBG65TvtucY

How to use it:

1. extract .morphemeanimset and .morphemeanimsequence files from package with gildor's extract tool
2. use bsi_anim tool on .morphemeanimsequence files to convert animations to .SMD
- Use batch command to convert all files at once (for %a in (*.morpheme*) do bsi_anim "%a")
- animsets are needed for skeleton structure and initial pose, so keep them as they are, in a root folder for each animation set.
3. load the corresponding model into editor, load and apply SMD animation to it.
- animations in UE3 are left-handed, so you need to mirror the model or the animation before applying it.

Important notes and restrictions:
- animation type 2 not supported (usually used for short or very simple animations)
- spline rotations not supported (haven't seen any of this type yet)
- in some files you may encounter interpolation problems. I have to time to fix it properly yet, so for now you can add extra parameter to the command line, and this will turn time-expanding off, this will fix the issue.
NewSource
Posts: 1
Joined: Mon Aug 29, 2016 5:23 pm

Re: Bioshock infinite animations (morpheme)

Post by NewSource »

Very cool, thanks you :)
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Bioshock infinite animations (morpheme)

Post by id-daemon »

A minor problem detected, which is causing some animations to work incorrectly. This will be fixed in the next version.
Kinosachi
Posts: 1
Joined: Mon Apr 03, 2017 8:47 pm

Re: Bioshock infinite animations (morpheme)

Post by Kinosachi »

Hello, i dont know if this work is gonna progress anymore but im very interested on this, i love BI and i searchnig for ways to get its stuff, i wish this project keeps going. Thanks, i know i have no right to ask for someting, im just saying it will be awesome haha my english is pretty bad, so im sorry if i said anything wrong.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Bioshock infinite animations (morpheme)

Post by id-daemon »

You must be able to convert most animations with current tools. What else is needed?
wesabr
Posts: 1
Joined: Fri Mar 23, 2018 10:59 pm

Re: Bioshock infinite animations (morpheme)

Post by wesabr »

Hi id-daemon,

thanks for making this tool. I don't know if you're giving support for it, but I am totally lost on how to actually apply the animation to a model. I'm a newbie so maybe it's just a a really basic beginner error.

I have the .smd file, but no matter what I do, the moment I apply it, the model gets all messed up.

What I'm doing is the following:
1) Importing model into 3ds Max with the ActorX Import Plugin from gildor (it's a .psk file)
2) Import the .smd file into 3ds max

As a result, it's like the model has been turned around, the facebones are facing the hair, and so on:
https://imgur.com/a/ryxyN

I have tried importing the model and mirroring it on different axis (X, Y, XY) before importing the .smd. I have done this both on just the actual object and on the object including the bones. Always the same result.

Even though the model is facing the right way before importing the .smd file, the model still gets turned around just like before.

Do you have any idea what I'm doing wrong?

Thanks so much in advance
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Bioshock infinite animations (morpheme)

Post by id-daemon »

I cannot help you here, because I dont have 3ds max.

You need to mirror model or skeleton from left to right before applying animation. Some people told me that its impossible to correctly mirror a model in 3ds max. I can only suggest you using some other software.
qiuchang0727
Posts: 1
Joined: Sat Jul 28, 2018 4:40 am

Re: Bioshock infinite animations (morpheme)

Post by qiuchang0727 »

@wesabr
Hi wesabr, i met the same error recently and i had already figured it out.
TheBigBadDog
Posts: 1
Joined: Thu Jan 13, 2022 3:33 am

Re: Bioshock infinite animations (morpheme)

Post by TheBigBadDog »

Is the source available anywhere / is there any future plans to support animation type 2? I'm really interested in using the gun and hand animations and these seem to be of type 2. If the source is available anywhere I'd certainly be willing to try and get type 2 working.