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-fbxmultitake creates large filesizes #29

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NohbdyHub opened this issue Sep 29, 2024 · 0 comments
Open

-fbxmultitake creates large filesizes #29

NohbdyHub opened this issue Sep 29, 2024 · 0 comments

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@NohbdyHub
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I am attempting to extract DMCV PC Nero's body mesh + attack animations for a personal project/study. I've been able to export the mesh as FBX with Red Queen's attack animations (natives/x64/animation/player/pl0000/motlist/pl0000_rq.motlist) both with and without the -fbxmultitake flag. Both have imported successfully into Godot 4.3 stable (neither Blender 3.6 LTS nor 4.2 LTS managed to import the multitake version, but that is outside the scope of my issue). However, I'm confused by the disparity in file sizes between the two exports.

Screenshot 2024-09-29 173237

The .motlist is only about 2.8 MB, so I'm confused why multitake incurs a 50x filesize penalty (and a large export time penalty). Each additional .motlist file adds over 100mb to the exported FBX. Is this an inherent discrepancy between RE's animation format and how FBX takes must be defined? The convenience of already separated animations makes it a requirement for my purposes, but I would not like to deal with an unknown very large export time, or singular 3D models taking upwards of 1.5gb.

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