10-08-2021, 01:56 AM
Renderware is a graphics suite used by most companies around the 7th console Gen. Most notably GTA SA-VC, though that unfortunately does not use DMA delta morphs
The game in question is Shadow The Hedgehog, which uses Renderware version 3.7
In the event.one files, DFF and DMA pairs of the "cheek" files contain the facial mesh info for morphs. If RWanalyze is used, you can even see what the name for the morphs are
For Sonic and co (bar Vector, he doesn't use morphs for the face), the mesh names are;
cheek_a
cheek_i
cheek_u
cheek_la
cheek_ni
For Gun Commander and the President;
head_a
head_i
head_u
head_e
head_o
head_la
head_ni
Unfortunately, the current DFF tools only rip the base "neutral" pose, and editing it while being unable to edit the other meshes causes issues
Here are the files: https://mega.nz/file/xuxwAY7K#fL5Th115nk...hvV3Iybhho
From my research and the RW SDK docs, it seems the DMAs simply are animation timers, while the morph PLG contains all the vertex info in the DFF
I'd be grateful for the help, and hope to see custom facial anims for cutscenes!
The game in question is Shadow The Hedgehog, which uses Renderware version 3.7
In the event.one files, DFF and DMA pairs of the "cheek" files contain the facial mesh info for morphs. If RWanalyze is used, you can even see what the name for the morphs are
For Sonic and co (bar Vector, he doesn't use morphs for the face), the mesh names are;
cheek_a
cheek_i
cheek_u
cheek_la
cheek_ni
For Gun Commander and the President;
head_a
head_i
head_u
head_e
head_o
head_la
head_ni
Unfortunately, the current DFF tools only rip the base "neutral" pose, and editing it while being unable to edit the other meshes causes issues
Here are the files: https://mega.nz/file/xuxwAY7K#fL5Th115nk...hvV3Iybhho
From my research and the RW SDK docs, it seems the DMAs simply are animation timers, while the morph PLG contains all the vertex info in the DFF
I'd be grateful for the help, and hope to see custom facial anims for cutscenes!