
I don't really know how you would fix this, perhaps having the animations split into separate clips instead of one whole sequence/file would make it easier to line up where the animations fit? Or maybe an option for the plugin could put the parts altogether when imported into Nosesis? Or maybe another solution? I wouldn't know. In all honesty, it's nothing wrong with your plugin/script, just a technicality I suppose. I also had to roughly line up where the railgun would be oriented and constrain it to the bot and it looks right until the animation desyncs. For Wolf specifically, it's interesting because some of the railgun animations line up with the wolf-bot but then it gets out of sync as the sequence progresses. The same is true for Crying Wolf, the railgun, and the character inside the bot. It seems the animation sets are not lined up with each other and play independently. For example, Raven's wings are separate from her body and the animations don't line up when they are both imported and playing. The only thing I was having trouble with is that some models are separated from each other and the animations are out of sync when trying to link them all together. I was able to utilize the tool successfully with no problems at all. Whoa Jay! This works like a charm! Thank you so much for releasing it. If you export with the -fbxascii flag, open the generated fbx file in a text editor of your choice, and then find and replace all instances of 'NoMappingInformation' with 'ByPolygon' and save it, then materials should resolve properly afterwards. There is something manual that can be done to resolve this. It creates a 'LayerElementMaterial' for each UV and only applies the material to the last one rather than all of them. I noticed a problem with Noesis when exporting an FBX file and having Multiple UVs. ĮDIT: In a recent update I have added support for Metal Gear Arcade files and started implementing different material flags. In order to make sure you have the files extracted properly it's best to use the MGS4 extraction tool I made here here. As stage and slot files are linked the stage related slot files may require the DLZ and TXN files from their related stage files to be placed in their directory. In particular if things aren't looking right you can choose 'Skip Normal Maps' in the options as there are material flags I haven't researched yet.

It is worth reading the usage to see the various options.

To view animations you have to select 'Prompt for Motion Archive' in the tool menu. This will allow you to view textured models without having to extract textures from their cache files, you can also view animations. I've released a plugin to view models and animations from MGS4.
