I’m researching Metal Gear Solid 5 animations. They have unique and interesting system. I was able to read all position/rotation data for all frames/bones and unpack rotations to proper quaternions. They were packed another weird way I’ve never seen before.
Animations currently exported to SMD, with IK helpers to create constraints.
Tool beta published here: http://zenhax.com/viewtopic.php?f=5&t=3172
Works on all human (Ground Zero & Phantom Pain) ingame (MTAR) skeletal animations now.
This video was recorded during quat research. Changing one component sign made snake (and everyone else) walk in a strange way. I also have a video of finding Paz in this way, its pathetic.