
Ivan04
Joined: Sep 20, 2019
For a brick, he flew pretty good
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Posted: Sep 20, 2019 08:45 PM
Msg. 141 of 186
Quote: --- Original message by: LaikaGlove Sorry, I've been kind of busy lately.
Progress has kind of stagnated, I've kind of hit the limit of what I can do with the disassembled game without actually debugging. So I've just been waiting to get into one of the Reach flights on PC to do so.
Unfortunately I haven't been invited to one yet... Well rip, don't stress yourself by any means, you already did a lot for the people here, I hope you get successful with whatever you have planned by now, wish you luck and thank you for this amazing tool that helped a lot of people. 
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Halo CE Noob Modder117
Joined: Aug 9, 2018
Can we just be friends? Chill my dudes...
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Posted: Oct 5, 2019 01:33 AM
Msg. 142 of 186
Does this mean... In a few months some pro will release an every biped from every halo biped pack for non-os and os halo games? 
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Devarture
Joined: Nov 6, 2019
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Posted: Nov 6, 2019 12:36 AM
Msg. 143 of 186
Honestly can't wait to get Reach animation extraction, I'm assuming there'll be more progress once Reach on PC is out?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Dec 8, 2019 12:07 PM
Msg. 144 of 186
the question now begs to be asked since MCC is out, any updates on the reach animation stuff? I do remember a comment being made about needing to look at the flights to get any further
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LaikaGlove
Joined: May 20, 2019
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Posted: Dec 8, 2019 01:01 PM
Msg. 145 of 186
Quote: --- Original message by: R93_Sniper the question now begs to be asked since MCC is out, any updates on the reach animation stuff? I do remember a comment being made about needing to look at the flights to get any further No progress to report currently, I'm trying to figure out how to debug the game via cheatengine or ida pro but I can't figure out how to attach the debugger to the haloreach.dll. The only process I see running is the main MCC-Win64-Shipping.exe which doesn't have the code I need to step through.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Dec 15, 2019 03:33 PM
Msg. 146 of 186
this might be a weird suggestion, but have you tried hopping on the Halo Mods server? They've got a lot of people who've gotten things to inject into the game correctly through various means. They might have what you need. This might help: https://discord.gg/halomods
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LaikaGlove
Joined: May 20, 2019
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Posted: Dec 17, 2019 08:45 PM
Msg. 147 of 186
Hey sorry Sniper, I was able to figure out debugging shortly after that post. Thanks though. I was able to make some progress based on my findings, though it probably doesn't look like much compared to my previous post: You'll notice reduced jitter on the legs especially, which means I have a more accurate algorithm working for decompressing the new animation codec used in reach. The more technical explanation is that before I was using a spherical linear interpolation algorithm for interpolating between frames. However, the new codec used in reach actually uses a catmull-rom spline curve algorithm for interpolation. I still have some work ahead of me though, but the holidays may set that work back a bit.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Dec 21, 2019 12:22 AM
Msg. 148 of 186
hey man, if you can get that sorted even by sometime in january i'll be happy. enjoy your holidays my dude
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LaikaGlove
Joined: May 20, 2019
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Posted: Jan 7, 2020 06:36 PM
Msg. 149 of 186
First post updated with version 1.0.0.4 with Reach animation extraction, it's not obfuscated so enjoy. There's still a lot I don't like about the code but I simply don't have the time to refactor it at the moment. Quick example: Download the latest version here as well for your convenience: https://1drv.ms/u/s!AtvYI8x0KxMRhtMV0r2X2GMqLcAycA?e=okOLhU
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Halo CE Noob Modder117
Joined: Aug 9, 2018
Can we just be friends? Chill my dudes...
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Posted: Jan 7, 2020 08:30 PM
Msg. 150 of 186
Quote: --- Original message by: LaikaGloveFeatures:
- Open Halo 1 (CE/PC), Halo 2 (Xbox), Halo 3, Halo: ODST, and Halo: Reach maps.
- View Halo 1 and Halo 2 tags in full using extracted tag definitions.
- Extract Halo 2, Halo 3, Halo ODST, and Halo: Reach Animations to source files (jma/jmo/jmr/etc.)
- Includes proper extraction for overlay and replacement animations.
Edited by LaikaGlove on Jan 7, 2020 at 06:20 PM Wait so does this mean, I can edit my marine model and just import the CE marine's animation into 3DS MAX? Do you still have to apply weights etc?
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Devarture
Joined: Nov 6, 2019
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Posted: Jan 7, 2020 09:21 PM
Msg. 151 of 186
The patience was worth it! Thanks so much!
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 7, 2020 11:15 PM
Msg. 152 of 186
Quote: --- Original message by: Halo CE Noob Modder117Quote: --- Original message by: LaikaGloveFeatures:
- Open Halo 1 (CE/PC), Halo 2 (Xbox), Halo 3, Halo: ODST, and Halo: Reach maps.
- View Halo 1 and Halo 2 tags in full using extracted tag definitions.
- Extract Halo 2, Halo 3, Halo ODST, and Halo: Reach Animations to source files (jma/jmo/jmr/etc.)
- Includes proper extraction for overlay and replacement animations.
Edited by LaikaGlove on Jan 7, 2020 at 06:20 PM Wait so does this mean, I can edit my marine model and just import the CE marine's animation into 3DS MAX? Do you still have to apply weights etc? This could have been done for years. There's already tools to do this perfectly for CE things
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The Gravemind
Joined: Jul 26, 2016
I Am The Monument To All Your Sins
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Posted: Jan 7, 2020 11:30 PM
Msg. 153 of 186
Quote: --- Original message by: Halo CE Noob Modder117Quote: --- Original message by: LaikaGloveFeatures:
- Open Halo 1 (CE/PC), Halo 2 (Xbox), Halo 3, Halo: ODST, and Halo: Reach maps.
- View Halo 1 and Halo 2 tags in full using extracted tag definitions.
- Extract Halo 2, Halo 3, Halo ODST, and Halo: Reach Animations to source files (jma/jmo/jmr/etc.)
- Includes proper extraction for overlay and replacement animations.
Edited by LaikaGlove on Jan 7, 2020 at 06:20 PM Wait so does this mean, I can edit my marine model and just import the CE marine's animation into 3DS MAX? Do you still have to apply weights etc? Don't make the same mistakes I did. Just rename the bones. Don't reskin everything. You will more than likely still have to do some tweaking after importing, but that's simple compared to reskinning everything. Plus the more bones your model has, the bigger the tag size will be.
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Halo CE Noob Modder117
Joined: Aug 9, 2018
Can we just be friends? Chill my dudes...
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Posted: Jan 8, 2020 07:15 PM
Msg. 154 of 186
Quote: --- Original message by: The GravemindQuote: --- Original message by: Halo CE Noob Modder117Quote: --- Original message by: LaikaGloveFeatures:
- Open Halo 1 (CE/PC), Halo 2 (Xbox), Halo 3, Halo: ODST, and Halo: Reach maps.
- View Halo 1 and Halo 2 tags in full using extracted tag definitions.
- Extract Halo 2, Halo 3, Halo ODST, and Halo: Reach Animations to source files (jma/jmo/jmr/etc.)
- Includes proper extraction for overlay and replacement animations.
Edited by LaikaGlove on Jan 7, 2020 at 06:20 PM Wait so does this mean, I can edit my marine model and just import the CE marine's animation into 3DS MAX? Do you still have to apply weights etc? Don't make the same mistakes I did. Just rename the bones. Don't reskin everything. You will more than likely still have to do some tweaking after importing, but that's simple compared to reskinning everything. Plus the more bones your model has, the bigger the tag size will be. Goodness... Don't tell me you have to re-rig the models by hand even if they're just minor edits... Edited by Halo CE Noob Modder117 on Jan 17, 2020 at 02:01 AM
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LaikaGlove
Joined: May 20, 2019
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Posted: Jan 9, 2020 06:14 PM
Msg. 155 of 186
Interesting, I took a look and it's definitely my code. Not really sure where the failure is happening yet.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 11, 2020 12:46 AM
Msg. 156 of 186
I'm trying to put these animations onto reach characters but it doesnt seem to work. The script will complain about b_node and b_node2 (which i've never seen in a model before?), and then nothing will animate except for the root bones. Any ideas?
Edit: So i got it half working. Ripping from multiple maps helps as far as i've seen, but there's some crazy errors across the board Edited by R93_Sniper on Jan 11, 2020 at 01:11 AM
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LaikaGlove
Joined: May 20, 2019
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Posted: Jan 11, 2020 11:03 PM
Msg. 157 of 186
Quote: --- Original message by: R93_Sniper
I'm trying to put these animations onto reach characters but it doesnt seem to work. The script will complain about b_node and b_node2 (which i've never seen in a model before?), and then nothing will animate except for the root bones. Any ideas?
Edit: So i got it half working. Ripping from multiple maps helps as far as i've seen, but there's some crazy errors across the board Edited by R93_Sniper on Jan 11, 2020 at 01:11 AM For anyone else having similar problems, when importing a model with the Adjutant's AMF importer uncheck "SetBoneEnable". This fixed most of Snipers issues. I have an update I'm hoping to release soon that fixes an issue when extracting animations from certain maps and fixes extraction of overlay animations. As for the issues with first person animations, I'm totally at a loss on what's going on there. It's odd because they're close but not quite right. Also they're using an older compression algorithm that was used in halo 2, 3, and odst so technically they should still work...I'm not really sure what Reach is doing additionally and that may take more time to look into.
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LaikaGlove
Joined: May 20, 2019
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Posted: Jan 13, 2020 08:41 PM
Msg. 158 of 186
Finally think I figured out all the issues. I've updated the first post with a new build. Version 1.0.0.5:
- Fixed crash when extracting animations from certain Reach maps.
- Fixed issues extracting overlay animations from Reach.
- Fixed issues extracting first person animations from Reach.
Download: https://1drv.ms/u/s!AtvYI8x0KxMRhtYj8dcOvujABBnyQw?e=fkkZeGQuick fp animation example: Edited by LaikaGlove on Jan 13, 2020 at 08:59 PM
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DrunkAussie
Joined: Jan 14, 2020
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Posted: Jan 14, 2020 05:27 AM
Msg. 159 of 186
Found something while extracting animations for the banshee, seraph or sabre. Same exact error for all 3. ----14/01/2020 7:59:03 PM---- System.Exception: Error extracting model_animation_graph tag objects\vehicles\human\sabre\sabre:
Animation type not supported ---> System.NotSupportedException: Animation type not supported at Blam.Assets.Animations.Animation.GetAnimationExtension(Type type, FrameInfoType frameInfoType, Boolean worldRelative) at Blam.Games.HaloReach.Tags.model_animation_graph_group.Extract(CacheReader reader, String path) at Blam.Games.Game.ExtractCacheIndexItemSource(CacheIndexItem cacheIndexItem, String path) --- End of inner exception stack trace --- at Bonobo.ViewModel.MainViewModel.ExtractSource(Object parameter) at Bonobo.RelayCommand`1.Execute(T parameter) at Bonobo.RelayCommand`1.System.Windows.Input.ICommand.Execute(Object parameter) at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
It seems to not like the reach vehicle roll/evade animations.
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LaikaGlove
Joined: May 20, 2019
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Posted: Jan 14, 2020 08:06 AM
Msg. 160 of 186
Interesting, looks like those animations have a new type of frame info not in the previous games. I'll take a look tonight.
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Halo CE Noob Modder117
Joined: Aug 9, 2018
Can we just be friends? Chill my dudes...
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Posted: Jan 14, 2020 10:06 AM
Msg. 161 of 186
...So now that this is a thing, can we expect to see someone create a huge tag pack with fully rigged and animated Halo2/3/ODST/REACH bipeds, vehicles and weapons for use in CE?
And no I'm not talking about the already existing ancient buggy knock-offs and OS junk. I'm talking real ported newer Halo game assets fully compatible with stock CE.
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Wingblast
Joined: Aug 2, 2019
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Posted: Jan 15, 2020 02:27 PM
Msg. 162 of 186
I get this error when trying to export the Halo Reach first person magnum animations:  so far I've been able to successfully export the DMR, sniper and shotgun animations, but the magnum fails on all of the .map files I've tried. Edit: here's what was in debug.log, if that helps System.Exception: Error extracting model_animation_graph tag objects\characters\spartans\fp\weapons\pistol\fp_magnum\fp_magnum:
Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at Blam.Games.Game.GetStringIDValue(Int32 section, Int32 index) at Blam.Tags.StringID.Read(CacheReader reader) at Blam.Tags.FieldCollection.ReadPointerFields(CacheReader reader) at Blam.Tags.FieldCollection.Read(CacheReader reader) at Blam.Tags.Block`1.Read(CacheReader reader) at Blam.Tags.FieldCollection.ReadPointerFields(CacheReader reader) at Blam.Tags.FieldCollection.Read(CacheReader reader) at Blam.Tags.Block`1.Read(CacheReader reader) at Blam.Tags.FieldCollection.ReadPointerFields(CacheReader reader) at Blam.Tags.FieldCollection.Read(CacheReader reader) at Blam.Games.Game.ReadCacheIndexItem(CacheIndexItem cacheIndexItem) at Blam.Games.HaloReach.Tags.model_animation_graph_group.GetRenderModel(CacheReader reader, model_flags flag) at Blam.Games.HaloReach.Tags.model_animation_graph_group.GetRenderModelNodes(CacheReader reader) at Blam.Games.HaloReach.Tags.model_animation_graph_group.Extract(CacheReader reader, String path) at Blam.Games.Game.ExtractCacheIndexItemSource(CacheIndexItem cacheIndexItem, String path) --- End of inner exception stack trace --- at Bonobo.ViewModel.MainViewModel.ExtractSource(Object parameter) at Bonobo.RelayCommand`1.Execute(T parameter) at Bonobo.RelayCommand`1.System.Windows.Input.ICommand.Execute(Object parameter) at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Edited by Wingblast on Jan 15, 2020 at 02:31 PMEdited by Wingblast on Jan 15, 2020 at 02:59 PMEdited by Wingblast on Jan 15, 2020 at 03:02 PM
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 15, 2020 05:54 PM
Msg. 163 of 186
Quote: --- Original message by: Halo CE Noob Modder117 ...So now that this is a thing, can we expect to see someone create a huge tag pack with fully rigged and animated Halo2/3/ODST/REACH bipeds, vehicles and weapons for use in CE?
And no I'm not talking about the already existing ancient buggy knock-offs and OS junk. I'm talking real ported newer Halo game assets fully compatible with stock CE. If you're looking to try to get stuff working with Stock CE, you may be sorely dissapointed
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LaikaGlove
Joined: May 20, 2019
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Posted: Jan 15, 2020 06:20 PM
Msg. 164 of 186
Quote: --- Original message by: WingblastI get this error when trying to export the Halo Reach first person magnum animations: https://i.imgur.com/M8zaDth.pngso far I've been able to successfully export the DMR, sniper and shotgun animations, but the magnum fails on all of the .map files I've tried. Edit: here's what was in debug.log, if that helps System.Exception: Error extracting model_animation_graph tag objects\characters\spartans\fp\weapons\pistol\fp_magnum\fp_magnum:
Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at Blam.Games.Game.GetStringIDValue(Int32 section, Int32 index) at Blam.Tags.StringID.Read(CacheReader reader) at Blam.Tags.FieldCollection.ReadPointerFields(CacheReader reader) at Blam.Tags.FieldCollection.Read(CacheReader reader) at Blam.Tags.Block`1.Read(CacheReader reader) at Blam.Tags.FieldCollection.ReadPointerFields(CacheReader reader) at Blam.Tags.FieldCollection.Read(CacheReader reader) at Blam.Tags.Block`1.Read(CacheReader reader) at Blam.Tags.FieldCollection.ReadPointerFields(CacheReader reader) at Blam.Tags.FieldCollection.Read(CacheReader reader) at Blam.Games.Game.ReadCacheIndexItem(CacheIndexItem cacheIndexItem) at Blam.Games.HaloReach.Tags.model_animation_graph_group.GetRenderModel(CacheReader reader, model_flags flag) at Blam.Games.HaloReach.Tags.model_animation_graph_group.GetRenderModelNodes(CacheReader reader) at Blam.Games.HaloReach.Tags.model_animation_graph_group.Extract(CacheReader reader, String path) at Blam.Games.Game.ExtractCacheIndexItemSource(CacheIndexItem cacheIndexItem, String path) --- End of inner exception stack trace --- at Bonobo.ViewModel.MainViewModel.ExtractSource(Object parameter) at Bonobo.RelayCommand`1.Execute(T parameter) at Bonobo.RelayCommand`1.System.Windows.Input.ICommand.Execute(Object parameter) at MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Edited by Wingblast on Jan 15, 2020 at 02:31 PMEdited by Wingblast on Jan 15, 2020 at 02:59 PMEdited by Wingblast on Jan 15, 2020 at 03:02 PM Hmm, so this one seems tricky. Most of these extraction issues seem to stem from the fact that in Reach it's no longer necessary to have perfectly matching node graphs between a model and an animation. The issue with the magnum in particular here is that the render_model itself has an extra node named "bullet" that isn't in the first person animation graph. I'll have to think about how to handle that and it may require some reworking of how I'm getting the related model tag for a given animation... In other news I think I fixed the previous issue reported with the banshee animations, it looks like Reach has a new frame info type (dx,dy,dz,dyaw,dpitch,droll) where it can track rotational motion of the root node in all 3 axis. Edited by LaikaGlove on Jan 15, 2020 at 06:22 PM
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The Gravemind
Joined: Jul 26, 2016
I Am The Monument To All Your Sins
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Posted: Jan 18, 2020 12:14 AM
Msg. 165 of 186
Wow I wish I still had the time and motivation to port them reach elite animations. Maybe someday.
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gpGlobals
Joined: Jan 15, 2020
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Posted: Jan 20, 2020 10:27 PM
Msg. 166 of 186
I know this has been asked a few times, but will the source code ever be released? It'd be incredibly useful to have the methods for reading the animation format so we can extract to formats besides just .jmm/.jmo/etc.
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Devarture
Joined: Nov 6, 2019
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Posted: Jan 21, 2020 01:52 AM
Msg. 167 of 186
I'm curious if there'll be support for Halo 4 animation extraction sometime this year? Reach animation support is good enough for me but I'm curious about it.
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LaikaGlove
Joined: May 20, 2019
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Posted: Jan 21, 2020 12:25 PM
Msg. 168 of 186
I'm in the middle of a big refactor of the code to clean things up for a code release, but it will take some time. What other formats do you want supported?
Also yes I do plan to eventually support halo 4 animations, which may again take some time to reverse engineer because there's another new codec compression implemented for that game. I haven't looked at it but I have a hunch it won't be as difficult as Reach was, but we'll see.
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gpGlobals
Joined: Jan 15, 2020
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Posted: Jan 21, 2020 06:20 PM
Msg. 169 of 186
Quote: --- Original message by: LaikaGlove I'm in the middle of a big refactor of the code to clean things up for a code release, but it will take some time. What other formats do you want supported?
Also yes I do plan to eventually support halo 4 animations, which may again take some time to reverse engineer because there's another new codec compression implemented for that game. I haven't looked at it but I have a hunch it won't be as difficult as Reach was, but we'll see. Specifically, I'm looking for .smd export support. I'm currently working on a little personal project to import Halo viewmodels to the Source Engine, and obviously porting the animations is part of that. I actually have a semi-working Lua script up and running to do so that I wrote up, but official support would be a big plus, needless to say.
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Devarture
Joined: Nov 6, 2019
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Posted: Jan 21, 2020 07:10 PM
Msg. 170 of 186
Quote: --- Original message by: LaikaGlove Also yes I do plan to eventually support halo 4 animations, which may again take some time to reverse engineer because there's another new codec compression implemented for that game. I haven't looked at it but I have a hunch it won't be as difficult as Reach was, but we'll see. Ah, alright. Well, I hope the process won't be too difficult, I can wait for it. I'm also curious about Halo 5 animation extraction, but Adjutant doesn't support browsing through Halo 5 stuff so eh. Edited by Devarture on Jan 21, 2020 at 07:11 PM
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Jan 21, 2020 08:56 PM
Msg. 171 of 186
Quote: --- Original message by: gpGlobalsQuote: --- Original message by: LaikaGlove I'm in the middle of a big refactor of the code to clean things up for a code release, but it will take some time. What other formats do you want supported?
Also yes I do plan to eventually support halo 4 animations, which may again take some time to reverse engineer because there's another new codec compression implemented for that game. I haven't looked at it but I have a hunch it won't be as difficult as Reach was, but we'll see. Specifically, I'm looking for .smd export support. I'm currently working on a little personal project to import Halo viewmodels to the Source Engine, and obviously porting the animations is part of that. I actually have a semi-working Lua script up and running to do so that I wrote up, but official support would be a big plus, needless to say. good lord just convert them yourself there's no way a direct smd export is gonna be compile ready and in the right orientation for view models Quote: --- Original message by: Devarture I'm curious if there'll be support for Halo 4 animation extraction sometime this year? Reach animation support is good enough for me but I'm curious about it. Please don't bother, Halo 4 is so ugly.
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ryman138
Joined: Jan 23, 2020
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Posted: Jan 23, 2020 06:37 PM
Msg. 172 of 186
“Please don’t do halo 4 I don’t like the way it looks and no one else may want to extract animations from it”
Love the tool, thank you for your work on Bonobo LaikaGlove.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jan 24, 2020 07:48 PM
Msg. 173 of 186
Quote: --- Original message by: Banshee64Quote: --- Original message by: Devarture I'm curious if there'll be support for Halo 4 animation extraction sometime this year? Reach animation support is good enough for me but I'm curious about it. Please don't bother, Halo 4 is so ugly. Halo 4 easily has some of the best animations around Quote: --- Original message by: Pabeung And most of Halo 4's animations are just recycled from Halo Reach. Incorrect Edited by R93_Sniper on Jan 24, 2020 at 07:49 PM
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SOI_7
Joined: Mar 23, 2012
Welcome to the true man's world
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Posted: Jan 25, 2020 07:06 AM
Msg. 174 of 186
Quote: --- Original message by: R93_SniperQuote: --- Original message by: Banshee64Quote: --- Original message by: Devarture I'm curious if there'll be support for Halo 4 animation extraction sometime this year? Reach animation support is good enough for me but I'm curious about it. Please don't bother, Halo 4 is so ugly. Halo 4 easily has some of the best animations around Quote: --- Original message by: Pabeung And most of Halo 4's animations are just recycled from Halo Reach. Incorrect Edited by R93_Sniper on Jan 24, 2020 at 07:49 PM Don't feed the trolls, it's useless
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Banshee64
Joined: Dec 4, 2012
oify
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Posted: Jan 25, 2020 09:59 PM
Msg. 175 of 186
Quote: --- Original message by: R93_SniperQuote: --- Original message by: Banshee64Quote: --- Original message by: Devarture I'm curious if there'll be support for Halo 4 animation extraction sometime this year? Reach animation support is good enough for me but I'm curious about it. Please don't bother, Halo 4 is so ugly. Halo 4 easily has some of the best animations around Quote: --- Original message by: Pabeung And most of Halo 4's animations are just recycled from Halo Reach. Incorrect Edited by R93_Sniper on Jan 24, 2020 at 07:49 PM You're showing your age
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