SoulCalibur VI .mot animation files

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
MarioSonicU
Posts: 116
Joined: Tue Dec 08, 2015 8:36 pm

SoulCalibur VI .mot animation files

Post by MarioSonicU »

After extracting the pak file for this game, I've stumbled upon these mot files as they are not readable by umodel. Apparently hese are the files used for their fighting motions. I was wondering if there are any tools to convert these files to useable formats?
JohnHudeski
Posts: 40
Joined: Mon Dec 29, 2014 8:49 pm

Re: SoulCalibur VI .mot animation files

Post by JohnHudeski »

SC2-SC6 all used the same animation format. It seems highly compressed
If you can reverse PS2 mips you can figure it out

Code: Select all

// 010 editor template
// splits into individual entries

int a[2]<hidden=true>;
if(a[1] == 0)
{
    FSeek(0);
    int64 count;
}
else
{
    FSeek(0);
    int count;
    int unkn;
}

int offset[count]<bgcolor=cLtGreen>;
typedef struct(int size)
{
    byte data[size];
}Data<optimize=false>;

local int i = 0;
local int size = 0;
local int id = 0;
local int minID = 0;
local int maxID = 0;
local int minSize = 9999999;
local int maxSize = -9999999;
for(i = 0; i < count; i++)
{
    FSeek(offset[i]);
    if(i == count-1)
        size = FileSize() - offset[i];
    else
        size = offset[i+1] - offset[i];

    if( i%2)
        SetBackColor(cLtRed);
    else
        SetBackColor(cLtBlue);

    if(size == 0)
        continue;

    if(size < minSize)
    {
        minSize = size;
        minID = id;
    }
   
    if(size > maxSize)
    {
        maxSize = size;
        maxID = id;
    }


    Data data(size)<optimize=false>;
    id++;
}