Metal Gear Solid 5 (MGSV) animations

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

Re: Metal Gear Solid 5 (MGSV) animations

Post by id-daemon »

Horse animations tool
https://www.youtube.com/watch?v=PZolKsvWH1M
IK pole vectors are not applied on this video, so you can see some improper positions

Image

hrs0_main0_def.fmdl model must be in the same dir, tool needs it for bones.
fmdl_dictionary.txt has all known horse bones, 2 bone names are still used as hashes

leg IK:
- IK_TARGET_ ... bones are targets for nails (position+rotation)
- IK_pole_ ... (pole vectors) must be applied somehow

There is one additional rotation for each leg, thats supposed to set feet rotation, these are not extracted, because I don't know how to apply them.
ExactExtract
Posts: 1
Joined: Sat Jun 19, 2021 10:02 am

Re: Metal Gear Solid 5 (MGSV) animations

Post by ExactExtract »

Sorry for the silly question, but how do I get the SMD file of the model and skeleton into blender? I have the fmld file and I have the animation smd but I can only import that smd SKELETON animation, I don't have the smd model and skeleton which is in daemons blender scene before he imports the SMD animation from cmd.

The tool is working great, but I can't seem to figure how we get the model and skeleton smd before we import the cmd smd animation file into blender onto the skin mesh as per daemon's tutorial here - https://www.youtube.com/watch?v=qWGr2lJGG50&t=0s

Many thanks!
dimis9138
Posts: 12
Joined: Fri Jun 11, 2021 12:41 pm

Re: Metal Gear Solid 5 (MGSV) animations

Post by dimis9138 »

Anyone that's used this tool before, does this also export shape keys by any chance or nah?