01-11-2015, 06:24 AM
(01-10-2015, 11:22 PM)SovietSandvich9 Wrote: Huh, I wonder why I never thought of doing that, If I could switch the animation for Jack and rip him in t-pose that would make rigging the model a lot easier. But would it work for other existing models inside the game?Probably, though it's not a very efficient way to rip the models. Unless you of course feel like replacing hundreds of animations ;v
If you want to play around with it, use this script on the dat files.
MDB are the model files, TPL are the texture containers and MOT are the animations.
Code:
# Game: Bayonetta First Climax (X360)
# by Fatduck Oct 2009
# script for QuickBMS http://aluigi.org/papers.htm#quickbms
endian big
idstring "DAT\0"
get NUMRES long
get OFSRESLIST long
get OFSRESTYPELIST long #no needed
get OFSRESNAMELIST long
get OFSSIZERESLIST long
goto OFSRESNAMELIST
get STGLEN long
savepos OFSRESNAMELIST
for i = 0 < NUMRES
goto OFSRESLIST
get OFSRES long
savepos OFSRESLIST
goto OFSRESNAMELIST
getdstring RESNAME STGLEN
savepos OFSRESNAMELIST
goto OFSSIZERESLIST
get SIZERES long
savepos OFSSIZERESLIST
log RESNAME OFSRES SIZERES
next i