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Renderware Delta Morph Mesh ripping and repacking
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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
[Image: unknown.png]

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!
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Renderware Delta Morph Mesh ripping and repacking - by Sonikku A - 10-08-2021, 01:56 AM

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