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[DOA] Motion Data Discussion + Trouble Shootings with Globalization issues


Harry Palmer

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Posted

 

 
hmm.. I want to ask something to LL.
 
What do you think of this, if I talk about [Donation for more Motion Mod set] ?
 
I've seen enough of people can handle these stuffs,
but you know, there's almost no more supply for this thread.
 
If you have positive view on this idea,
maybe I can start working on this by myself sooner or later.
 
To be honest, it's so hard to be motivated for this job without any rewards (even if it's sufficient or not.)
Simply because it requires too many of repetitive works.
 
I've been doing lots of testings on these things and I could see most of them were working alright.

 

if you can make motion mod set like video, i sure i will be first 1 donate to you

Posted

I actually have a plan for that and there are something already done.

With that, you can guess what I willing to work with this.

I will release it on this weekend. I need a time for making them into MPM set.

Posted

I actually have a plan for that and there are something already done.

With that, you can guess what I willing to work with this.

I will release it on this weekend. I need a time for making them into MPM set.

i hope you can make guide, or at least releash tool you use to convert MPM file or make mpm file

Posted

I've extracted the motions from the free DOAX3 Venus, but looks like the guy who shared the game forgot to include some files (a lot of motions are missing).

But, if it's ok with the rules, I guess I can share the extracted (Raw) CSVs.

Posted

I've extracted the motions from the free DOAX3 Venus, but looks like the guy who shared the game forgot to include some files (a lot of motions are missing).

But, if it's ok with the rules, I guess I can share the extracted (Raw) CSVs.

 

Thank you Ishidacorp, but I think the free version doesn't have all the animation files we need.  We do need the full version to get all the files so we can stitch them together for each girl's gravure seance. It's lot of works so we probably need some volunteers to finish this huge project. Ideally we can have 9 volunteers to work for each girl at the same time. 

Posted

@Ishidacorp

I think it depends on your will. There are no rules.

;)

Well, let's hope that I don't get any warnings afterwards. :P

Here are the files:

MPMs/CAMs

25178-PSARC.7z

 

Extracted CSVs

CSVs.7z

 

Thank you Ishidacorp, but I think the free version doesn't have all the animation files we need.  We do need the full version to get all the files so we can stitch them together for each girl's gravure seance. It's lot of works so we probably need some volunteers to finish this huge project. Ideally we can have 9 volunteers to work for each girl at the same time. 

 

The full version will have to be postponed. Believe me, I looked for it but couldn't find anywere. Haven't searched on DW and similars, though.

Let alone the newest "Photo Paradise" motions.

 

Now I regret that I never bought a PS3. :P

Posted

The gravure and bumping minigame animations are compressed in mpm files. What you get out if you extract them one by one is csvs, which with the tool and doa5 work fine, but there is no tool to import those compressed animations (to blender or anything) in the special mpms for the minigames. Even the free version of the game has them, Holden has been using them in his videos. Some of those mpm files have 100s of other animations inside of them, and they aren't named, just the skeleton they are using so you would have to go and manually load each one into doa5 if you were keen on seeing what each of those animations are for.

 

Edit: It also doesn't help that bones were renamed or that a custom skeleton was built for doax3. I started writing a maxscript to try and import the csv tracks, but when I finally saw that the incoming tracks were looking for non existent bones I gave up.

Posted

The gravure and bumping minigame animations are compressed in mpm files. What you get out if you extract them one by one is csvs, which with the tool and doa5 work fine, but there is no tool to import those compressed animations (to blender or anything) in the special mpms for the minigames. Even the free version of the game has them, Holden has been using them in his videos. Some of those mpm files have 100s of other animations inside of them, and they aren't named, just the skeleton they are using so you would have to go and manually load each one into doa5 if you were keen on seeing what each of those animations are for.

 

Edit: It also doesn't help that bones were renamed or that a custom skeleton was built for doax3. I started writing a maxscript to try and import the csv tracks, but when I finally saw that the incoming tracks were looking for non existent bones I gave up.

 

Thanks for your advise. It seems pretty hard. Let me try Helena Gravure first. I don't want to spend too much time on this. My main focus right now is to create realistic body and texture for Helena.

Posted

Man, the constantly spinning cameras on these files are super annoying. So far Honoka, Momiji, Marie, and Nyotengu's all have sane, decent camera work for all the files attached. Everything else is just static track & rotate. Thanks a lot for those btw!

 

I made all the ones with their names on them into movies long 2 part movies for my paradise setup, I'll just have to fiddle with it later to get them to stop floating 6 feet into the air, maybe make the camera spinning stop too if I'm feeling up to it.

Posted

It seems there is a limitation on the size of camera file. I can only stitch up to 9 movies for Helena.

here's a post I made a while back adddressing this:

I'm running into some problems making longer movies...don't have any more time to test this weekend but at first I thought it was a # of camera frames issue that's causing my game to permanently load ayane's giant paradise movie I made. However now it looks to be file size. Seems to be around >320kb for the .tdpack is where it chokes.

 

On the upside, your actual motion files can be as long as you want, if you cut your camera length but your motion files go beyond that to stay under 320kb, your video will still play so it's not a strict "time" cut off, your camera will just sort of linger. Those using static camera mods will probably have many x longer videos  :) Will need to do more testing later.

 

 

 

Posted

 

It seems there is a limitation on the size of camera file. I can only stitch up to 9 movies for Helena.

here's a post I made a while back adddressing this:

I'm running into some problems making longer movies...don't have any more time to test this weekend but at first I thought it was a # of camera frames issue that's causing my game to permanently load ayane's giant paradise movie I made. However now it looks to be file size. Seems to be around >320kb for the .tdpack is where it chokes.

 

On the upside, your actual motion files can be as long as you want, if you cut your camera length but your motion files go beyond that to stay under 320kb, your video will still play so it's not a strict "time" cut off, your camera will just sort of linger. Those using static camera mods will probably have many x longer videos  :) Will need to do more testing later.

 

 

Thanks Ach22. :lol:  I think we also need props such as hula hoop, float, chair, shower head, and etc.  Most importantly, we need to figure out how to reposition character and camera between animation segments. The last one, we need to add voices for some scenes.

Posted

Since none of the girls handle any props in their vanilla paradise movies I seriously doubt we'll be able to add things for them to interact with sadly. The best we'll be able to do is make a super modified stage with all the props in them like with the stripper pole: poolside, shower, chair, tables, trees (for them to lean on). Animated stuff easily loopable animations will probably significantly harder to match up with: inflatable pool toy, swing, etc.

 

Voices you can probably do right now if you make creative use of the background music selector that FallingCat made. You'll just have to get your own voice samples and time them up with the animations.

 

Lastly the character/camera repositioning I was able to do in excel with the CSV files, you just have to mess with the X/Y/Z coordinates in the character bone animations to move them about the map (this can be tricky because you want to keep the values consistent, can't just make the entire row "4" or else it'll jack up their animations and they won't move properly), and the camera is less of a problem. I was even able to fix the first few seconds of Tina's vanilla DOA5LR Paradise move because I HATE how zoomed out it is. I can post that camera file if you want to see. The first thing I need to do is stop them all from floating 8 feet in the air because they all look like they're gigantic mutant women because of perspective lol

 

Anyway the best way to see what value does for the animations and camera what is make a copy of a preloaded MPM file you prepared with the paradise mod to say, F9+2, then keep that MPM file opened in the movie tool, change an entire row of X-value, save, hit F9+2 and observe what's changed. It's great because you don't even have to close the game to make the live changes, just hit F9+2 (or whatever you chose) after you save the file in the movie tool to make the game reload the newly modified animation/camera, open the character movie and see what's changed. That's what I was doing. You can use excel to make some sweeping camera zooms, pans, etc. Make sure you back up your shit before you start modifying your MPM/tdpacks!

 

Also I did test out and load every single character animation in the zip posted earlier - is it just me or are the facial animations jacked up for everyone but Ayane? I tried Helena and she had a creepy zombie face, then I opened up her csv file and every line on it looked identical :\

Posted

Since none of the girls handle any props in their vanilla paradise movies I seriously doubt we'll be able to add things for them to interact with sadly. The best we'll be able to do is make a super modified stage with all the props in them like with the stripper pole: poolside, shower, chair, tables, trees (for them to lean on). Animated stuff easily loopable animations will probably significantly harder to match up with: inflatable pool toy, swing, etc.

 

Voices you can probably do right now if you make creative use of the background music selector that FallingCat made. You'll just have to get your own voice samples and time them up with the animations.

 

Lastly the character/camera repositioning I was able to do in excel with the CSV files, you just have to mess with the X/Y/Z coordinates in the character bone animations to move them about the map (this can be tricky because you want to keep the values consistent, can't just make the entire row "4" or else it'll jack up their animations and they won't move properly), and the camera is less of a problem. I was even able to fix the first few seconds of Tina's vanilla DOA5LR Paradise move because I HATE how zoomed out it is. I can post that camera file if you want to see. The first thing I need to do is stop them all from floating 8 feet in the air because they all look like they're gigantic mutant women because of perspective lol

 

Anyway the best way to see what value does for the animations and camera what is make a copy of a preloaded MPM file you prepared with the paradise mod to say, F9+2, then keep that MPM file opened in the movie tool, change an entire row of X-value, save, hit F9+2 and observe what's changed. It's great because you don't even have to close the game to make the live changes, just hit F9+2 (or whatever you chose) after you save the file in the movie tool to make the game reload the newly modified animation/camera, open the character movie and see what's changed. That's what I was doing. You can use excel to make some sweeping camera zooms, pans, etc. Make sure you back up your shit before you start modifying your MPM/tdpacks!

 

Also I did test out and load every single character animation in the zip posted earlier - is it just me or are the facial animations jacked up for everyone but Ayane? I tried Helena and she had a creepy zombie face, then I opened up her csv file and every line on it looked identical :\

 

Wow, that is really helpful information. For the face file, I got the same thing. there are two face files for each segment but we only got one slot. Maybe we need to merge those two files into one before importing.

Posted

this video dancing matching tina's v.1.3 :D  :D  :D 
i make to kokoro (tina's v.1.3)  and success  :cool:  :cool:  :cool:  but  the channel  make to kasumi (found on youtube )    :lol:  :lol:  :lol:

same with ayane  the video face is awesome after the fade  :s


 
Posted

this video dancing matching tina's v.1.3 :D  :D  :D 

i make to kokoro (tina v.1.3)  and succes :cool:  :cool:  :cool:  but  the channel make to kasumi   :lol:  :lol:  :lol:

same with ayane  the video face is awesome after the fade  :s

 

can i have mpm and tdpack use in video plz

Posted

this video dancing matching tina's v.1.3 :D  :D  :D 

i make to kokoro (tina's v.1.3)  and success  :cool:  :cool:  :cool:  but  the channel  make to kasumi (found on youtube )    :lol:  :lol:  :lol:

same with ayane  the video face is awesome after the fade  :s

 

 

Wow, your video looks excellent. I am just wondering what video converter you are using. I tried some free versions but quality is not as good as yours.

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