Human MTAR tools. Works on all human (Ground Zero & Phantom Pain) skeletal animations now, but soon I plan to make support for all kinds.
Usage: drop animation file on the tool. Or run with 1 command line parameter (animation filename).
Snake model from Ground Zeroes (
sna2_main0_def.fmdl) must be in the same dir. The tool needs it for skeleton initial position and bone names. For Phantom Pain also use the same GZ model, because the skeleton is the same, and it has bone names.
For example, if you use it on
TppGzPlayer_layers.mtar package, it will extract all 2405 animations in SMD format files. If you use it on one of snake's .GANI animations, it will unpack it.
After unpacking, load the model and apply it.
Then
connect arms to palms and legs to feet with
IK constraints.Example: connect
IK_LARM ----->
SKL_013_LHAND, and use pole vector
IK_POLEARM_LYou will also need to do something with twist bones, this is not done automatically yet.
TPP Cutscene tool.You will need corresponding
.sand and
.fsm file for the cutscene, also
.fmdl files. SAND (scene animation description) files are all over the FPK packages. FSM files are in "demo" folders.
Usage:
mgs5_pp_cutscene [sand] [n] [fmdl][sand] - required .sand file name. If you only use this parameter, will list character cast and not extract anything.
[n] - number or character to extract, according to the cast. In theory, you can extract any character, camera, thing, whatever.
[fmdl] - model file that the animation will be put on. In case of model swap, will produce model swapping results, but it will also work.
For your convenience, this is the description of all cutscene files I have:
http://pastebin.com/i81gAGNpDDog MTAR tools. Supports only Diamond Dogs! Normal dogs have a little different skeleton.
Usage is similar to human MTAR, but no IK actions needed. Model file for it is ddg0_main0_def.fmdl