Metal Gear Solid 5 animations.
200 extracted animations in one non-stop video. As for strange effects in transitions between animations, ignore them, it happens because they're not supposed to work in one go.
Also here's an interesting video 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.
Human MTAR tools. Works on all human (Ground Zero & Phantom Pain) skeletal animations now, but soon I plan to make support for all kinds.
Usage: drop animation file on the tool. Or run with 1 command line parameter (animation filename).
Snake model from Ground Zeroes (sna2_main0_def.fmdl) must be in the same dir. The tool needs it for skeleton initial position and bone names. For Phantom Pain also use the same GZ model, because the skeleton is the same, and it has bone names.
For example, if you use it on TppGzPlayer_layers.mtar package, it will extract all 2405 animations in SMD format files. If you use it on one of snake's .GANI animations, it will unpack it.
After unpacking, load the model and apply it.
Then connect arms to palms and legs to feet with IK constraints.
Example: connect IK_LARM -----> SKL_013_LHAND, and use pole vector IK_POLEARM_L
You will also need to do something with twist bones, this is not done automatically yet.
TPP Cutscene tool
You will need corresponding .sand and .fsm file for the cutscene, also .fmdl files. SAND (scene animation description) files are all over the FPK packages. FSM files are in "demo" folders.
Usage:
mgs5_pp_cutscene [sand] [n] [fmdl]
[sand] - required .sand file name. If you only use this parameter, will list character cast and not extract anything.
[n] - number or character to extract, according to the cast. In theory, you can extract any character, camera, thing, whatever.
[fmdl] - model file that the animation will be put on. In case of model swap, will produce model swapping results, but it will also work.
DDog MTAR tools Supports only Diamond Dogs! Normal dogs have a little different skeleton.
Usage is similar to human MTAR, but no IK actions needed. Model file for it is ddg0_main0_def.fmdl