A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Utility] Bonobo - Halo 2/3/ODST Animation Extraction

Page 4 of 4 Go to page: · 1 · 2 · 3 · [4] · Prev
Author Topic: [Utility] Bonobo - Halo 2/3/ODST Animation Extraction (126 messages, Page 4 of 4)
Moderators: Dennis

MosesofEgypt
Joined: Apr 3, 2013


Posted: May 31, 2019 12:27 AM    Msg. 106 of 126       
Python 3 to be specific. If you're interested, here's my repositories.
https://bitbucket.org/Moses_of_Egypt/

MEK is the Moses Editing Kit, which contains my replacements for Guerilla and HEK+, a lovely wrapper for Tool, and a bunch of converters. Mozzarilla is the replacement Guerilla, Refinery is the replacement HEK+, Binilla is what most of Mozzarilla is built on, Supyr Struct is a binary structure handling library, and Reclaimer is my library for interfacing with all things Halo.

If anything, Reclaimer is probably what you'd be interested in browsing through. One of the things it contains is definitions for every tag structure(including most of the hidden fields and their purposes). If you're interested in talking with all of us in an active Discord server, here's ours:

https://discord.gg/D7APNj7


LaikaGlove
Joined: May 20, 2019


Posted: May 31, 2019 11:51 AM    Msg. 107 of 126       
Quote: --- Original message by: MosesofEgypt
Python 3 to be specific. If you're interested, here's my repositories.
https://bitbucket.org/Moses_of_Egypt/

MEK is the Moses Editing Kit, which contains my replacements for Guerilla and HEK+, a lovely wrapper for Tool, and a bunch of converters. Mozzarilla is the replacement Guerilla, Refinery is the replacement HEK+, Binilla is what most of Mozzarilla is built on, Supyr Struct is a binary structure handling library, and Reclaimer is my library for interfacing with all things Halo.

If anything, Reclaimer is probably what you'd be interested in browsing through. One of the things it contains is definitions for every tag structure(including most of the hidden fields and their purposes). If you're interested in talking with all of us in an active Discord server, here's ours:

https://discord.gg/D7APNj7


Tag Loading in Bonobo is already driven by code I generated from tag definitions extracted from the h1 and 2 HEK tools. That's how the tag viewer reads the tags for those games (ie. double click a tag in the treeview to view its contents).

Thanks though, I may take a look at your stuff later.


MosesofEgypt
Joined: Apr 3, 2013


Posted: Jun 1, 2019 03:14 AM    Msg. 108 of 126       
These definitions contain a lot of hidden fields that the HEK tools don't have included in their definitions. If we went just by what if in the definitions, many extracted tags would be broken.


Alexstr525
Joined: Jun 2, 2019


Posted: Jun 2, 2019 05:14 PM    Msg. 109 of 126       
Quote: --- Original message by: LaikaGlove

Quote: --- Original message by: epicplayer
Quote: --- Original message by: LaikaGlove

There's no problem with the JMT animations from what I can see...


It's definitly broken on the "turn and attack" animations for the flood as an example.

Those animations use dx,dy,dyaw frame info, which is the same as the turn-left and turn-right animations. The turn-left and turn-right animations seem fine and their frame info is calculated in the same exact way, not sure why it would work on some but not others. Tell me if you see any other animations that are like that.

EDIT: I just compared my extracted flood combat elite's "combat rifle surprise_back" animations from Bonobo and CtrlAltDestr0y's h2 animation importer maxscript and they're exactly the same. I'm still not convinced there's an issue with them.
Edited by LaikaGlove on May 22, 2019 at 08:27 PM



It's great to see someone finally making some great tools for animation extraction, especially for Halo 3. The problem I'm having and had to fix manually was the turning attack/turning animations. Anything that involved rotational data seemed to be really finicky. I'm assuming you're inheriting the rotation data from the pelvic bone, rather than creating any kind of "root" or "master" bone. There's a few problems with doing it this way, since you're subtracting or adding any kind of root motion or core rotation data with the already adjusted bone rotation. For example, if you were to load any kind of attack right animation and forcefully turned the model by the pelvis bone to the right (by 90 degrees), the animation would look "almost" proper. So it seems like the model itself could be interpreting the rotational data incorrectly based off its local position (in this sense, it faces left instead of forward so maybe the offset is just not agreeing with it.)

If I might suggest, I'd like see what happens if you were to export with a bone containing all the root locomotion data in it, rather than having the pelvis inherit it. Just so the pelvis ins't inheriting everything locomotion/rotation wise (this should stop the jittering too, theoretically speaking). Then again the hunter model had some seriously awful weights, so I wouldn't put it past Bungie to have some faults in their animations too.


The Gravemind
Joined: Jul 26, 2016

I Am The Monument To All Your Sins


Posted: Jun 2, 2019 09:50 PM    Msg. 110 of 126       
Quote: --- Original message by: Alexstr525
It's great to see someone finally making some great tools for animation extraction, especially for Halo 3. The problem I'm having and had to fix manually was the turning attack/turning animations. Anything that involved rotational data seemed to be really finicky. I'm assuming you're inheriting the rotation data from the pelvic bone, rather than creating any kind of "root" or "master" bone. There's a few problems with doing it this way, since you're subtracting or adding any kind of root motion or core rotation data with the already adjusted bone rotation. For example, if you were to load any kind of attack right animation and forcefully turned the model by the pelvis bone to the right (by 90 degrees), the animation would look "almost" proper. So it seems like the model itself could be interpreting the rotational data incorrectly based off its local position (in this sense, it faces left instead of forward so maybe the offset is just not agreeing with it.)

If I might suggest, I'd like see what happens if you were to export with a bone containing all the root locomotion data in it, rather than having the pelvis inherit it. Just so the pelvis ins't inheriting everything locomotion/rotation wise (this should stop the jittering too, theoretically speaking). Then again the hunter model had some seriously awful weights, so I wouldn't put it past Bungie to have some faults in their animations too.


If i'm not mistaken, all halos before reach use the pelvis bone as the main parent. The animations have already been made using the pelvis so they will have to be re imported and edited to use the other bone. If i'm correct then that sounds like a major pain to do for each animation. The h3 marine animation graph for example, has a total of 1,041 different animations.


Alexstr525
Joined: Jun 2, 2019


Posted: Jun 2, 2019 10:13 PM    Msg. 111 of 126       
Quote: --- Original message by: The Gravemind
Quote: --- Original message by: Alexstr525
It's great to see someone finally making some great tools for animation extraction, especially for Halo 3. The problem I'm having and had to fix manually was the turning attack/turning animations. Anything that involved rotational data seemed to be really finicky. I'm assuming you're inheriting the rotation data from the pelvic bone, rather than creating any kind of "root" or "master" bone. There's a few problems with doing it this way, since you're subtracting or adding any kind of root motion or core rotation data with the already adjusted bone rotation. For example, if you were to load any kind of attack right animation and forcefully turned the model by the pelvis bone to the right (by 90 degrees), the animation would look "almost" proper. So it seems like the model itself could be interpreting the rotational data incorrectly based off its local position (in this sense, it faces left instead of forward so maybe the offset is just not agreeing with it.)

If I might suggest, I'd like see what happens if you were to export with a bone containing all the root locomotion data in it, rather than having the pelvis inherit it. Just so the pelvis ins't inheriting everything locomotion/rotation wise (this should stop the jittering too, theoretically speaking). Then again the hunter model had some seriously awful weights, so I wouldn't put it past Bungie to have some faults in their animations too.


If i'm not mistaken, all halos before reach use the pelvis bone as the main parent. The animations have already been made using the pelvis so they will have to be re imported and edited to use the other bone. If i'm correct then that sounds like a major pain to do for each animation. The h3 marine animation graph for example, has a total of 1,041 different animations.


Indeed and the previous halos also have that problem. If anything, maybe some kind of option to export with that bone would be nice.


LaikaGlove
Joined: May 20, 2019


Posted: Jun 5, 2019 09:12 AM    Msg. 112 of 126       
Someone pointed out an issue where the obfuscator I used injected code to stop the app from working after the trial period.

This wasn't intentional and I wasn't aware the obfuscation did that, so I'll try and get a fix out later.


epicplayer
Joined: May 21, 2019


Posted: Jun 6, 2019 07:03 AM    Msg. 113 of 126       
Quote: --- Original message by: LaikaGlove
Someone pointed out an issue where the obfuscator I used injected code to stop the app from working after the trial period.


Everybody gangsta 'til the Halo 3 anim extractor stops working.


LaikaGlove
Joined: May 20, 2019


Posted: Jun 6, 2019 08:26 AM    Msg. 114 of 126       
First post updated with a new download, sorry about that people.


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: Jun 6, 2019 01:56 PM    Msg. 115 of 126       
Is it written in C#?


Vaporeon
Joined: Aug 24, 2015

Vap~


Posted: Jun 8, 2019 03:26 PM    Msg. 116 of 126       
Quote: --- Original message by: LaikaGlove
Someone pointed out an issue where the obfuscator I used injected code to stop the app from working after the trial period.

This wasn't intentional and I wasn't aware the obfuscation did that, so I'll try and get a fix out later.


Thanks for the good laugh.


LaikaGlove
Joined: May 20, 2019


Posted: Jun 8, 2019 05:39 PM    Msg. 117 of 126       
Quote: --- Original message by: Vaporeon
Quote: --- Original message by: LaikaGlove
Someone pointed out an issue where the obfuscator I used injected code to stop the app from working after the trial period.

This wasn't intentional and I wasn't aware the obfuscation did that, so I'll try and get a fix out later.


Thanks for the good laugh.

Dude, what is your deal?


SBB_Michelle
Joined: Nov 4, 2015

Floof


Posted: Jun 10, 2019 12:51 AM    Msg. 118 of 126       
Edit: I might have been a bit out of line.
Edited by SBB_Michelle on Jun 12, 2019 at 12:02 PM


Vaporeon
Joined: Aug 24, 2015

Vap~


Posted: Jun 10, 2019 02:50 AM    Msg. 119 of 126       
Quote: --- Original message by: LaikaGlove
Dude, what is your deal?


I am just strongly against obfuscation being used in cases like this as I find it very hypocritical. You are more than happy to read information from other more open tools and are also more than happy to reverse engineer the original game, but how DARE anyone even think of touching your stuff, even if only to help them like other sources helped you.

So yes, when the obfuscation backfired on you I find that funny. Other than that I have no issue here, and unlike what someone else may have claimed I'd have nothing bad to say at all.


LaikaGlove
Joined: May 20, 2019


Posted: Jun 10, 2019 08:11 AM    Msg. 120 of 126       
The source code to read animations like this has been available for almost two years now right here:
https://github.com/HaloMods/HaloContentToolScripts/blob/master/Halo2/h2_anim_extractor_batch2_9.ms

If you think you can do better, then by all means go for it.
Edited by LaikaGlove on Jun 10, 2019 at 08:45 AM
Edited by LaikaGlove on Jun 10, 2019 at 08:45 AM


videoman
Joined: Feb 2, 2008

We are Microsoft, Resistance is Futile


Posted: Jul 2, 2019 12:38 AM    Msg. 121 of 126       
Giving credit to Gravemind for passing on the news that a animation extraction tool had been released. Something Adjutant had been lacking for a very very long time and while it still is, it's so great to hear that a alternative has been released for the community to use and figure out.

Does this still export to file formats that can be imported into 3ds max? Since I still use it as my primary modeling program, would be really great to know if this will work with it.

Thanks!


Gravemind
Joined: Jul 28, 2009

sucks and is talentless


Posted: Jul 12, 2019 10:02 PM    Msg. 122 of 126       
@videoman

Quote: --- Original message by: LaikaGlove

  • Extract Animations:

    • 5. You can compile right into Halo CE OR import onto an existing model using the provided Animation_Source_Importer maxscript.


  • Included in the .zip are some maxscripts to aide in viewing the files if you want to modify the files before compiling or just to view the files in 3ds max. All scripts tested in gmax and 3ds max 2019.

    Maxscripts:

    • Animation_Source_Importer_v1-0-0.ms - Can be used to import the extracted animation source files (jma/jmo/jmr/etc.) onto an extracted model





    LaikaGlove
    Joined: May 20, 2019


    Posted: Jul 14, 2019 10:21 AM    Msg. 123 of 126       
    Been kinda busy lately so I haven't had much time to work on this. But last night I made a little progress on Reach animations:



    Still some stuff I need to figure out, but much closer than I was before.

    No promises but Halo 4 extraction may not be far behind since it uses a revised version of this codec from reach, I'm not sure how much has changed though.


    DeadHamster
    Joined: Jun 8, 2014

    https://discord.gg/Neu4EJM


    Posted: Jul 14, 2019 10:57 AM    Msg. 124 of 126       
    Its incredible how useful this will be beyond Halo Custom Edition.


    The Gravemind
    Joined: Jul 26, 2016

    I Am The Monument To All Your Sins


    Posted: Jul 14, 2019 03:25 PM    Msg. 125 of 126       
    I feel... blessed. I never thought something like this would ever be possible.


    VideoMixer
    Joined: Jan 30, 2015


    Posted: Jul 14, 2019 06:08 PM    Msg. 126 of 126       
    Quote: --- Original message by: LaikaGlove
    Been kinda busy lately so I haven't had much time to work on this. But last night I made a little progress on Reach animations:

    -snip-

    Still some stuff I need to figure out, but much closer than I was before.

    No promises but Halo 4 extraction may not be far behind since it uses a revised version of this codec from reach, I'm not sure how much has changed though.


    That Reach animation is looking good. Great work so far!

     
    Page 4 of 4 Go to page: · 1 · 2 · 3 · [4] · Prev

     
    Previous Older Thread    Next newer Thread







    Time: Thu July 18, 2019 8:54 PM 203 ms.
    A Halo Maps Website