MT Framework tools

MT Framework is Capcom proprietary in-house engine used in many of their games.
For over than 10 years was their animation format completely unresearched, until now.

Tool provides model, animation import and Simple IK creation.

Tool is written under 3ds max 2017 SP3 however it should work for older versions aswell.
Tested pc games:

  • Lost Planet
  • Devil May Cry 4
  • Resident Evil 5
  • Devil May Cry 4 SE
  • Lost Planet 2
  • Resident Evil 6
  • Resident Evil Revelations
  • Resident Evil Remaster
  • Dragons Dogma Dark Arisen
  • Ultimate Marvel vs Capcom 3 (x64)
  • Monster Hunter World (x64)

Tested PS3 games:

  • Lost Planet
  • Resident Evil 6
  • EX Troopers
  • Dragons Dogma
  • Sengogu Basara 4

Tested other games

  • Resident Evil Mercenaries (3ds)
  • Monster Hunter 4 Ultimate (3ds)
  • Monster Hunter 3 Ultimate (WiiU)
  • Monster Hunter XX (NSW)

List may change during time.

Tool is working with Sequencer plugin aswell. Get Sequencer plugin
Also I recommend you to read Node name blacelet suffixes

Making this tool took few months of my free time. Be sure to read EULA.mtfui4.png Enjoy.

UI description

  1. Loading assets used in 64 bit versions of MTF.
  2. Prints Object_% in node name.
  3. Sorts meshes by lod into layers. This os usefull if you want to show/hide/delete LOD parts.
  4. Keeps node name suffix. Disabling this, user will lose important informations about mesh.
  5. Will change loading of vertex normals for Monster Hunter XX
  6. Removes all keyframes for all bones in scene and restores default pose. This is useful when you importing single animations, so you don’t want to reimport model each time.
  7. Number of bones in IK Chain, limited to 2 – 5 bones.
  8. End bones are Nub bones. That means those bones are kept for IK Target and are not used by mesh skin.
  9. Parent bone of IK Target. Default is bone255. Usage is for special purposes, like IK on hands where hands use shoulder pad bone instead of root.
  10. Control bone offset. Will create control bone with in scene.
  11. You can pick bone from scene and copy its world position, on whinch will be created control bone. Or put world position manually.
  12. Loading and Saving Created IK Controllers. More in IK Presets.
  13. Imports All animations from loaded file (experimental), or imports animation by selected ID. If you don’t have Sequencer plugin present those buttons will be disabled, only thing you can change is ID number.


Just drag’n’drop mzp file into the scene. Or run it via Run Script.

Step-by step tutorialmodel.jpg

  • Check Import Meshes if you want to import meshes aswell.
  • Click on folder button and select desired file. (I choose pl2100.mod from Resident Evil Revelations 2)
  • Click on second folder button and select desired animation file.
  • (Sequencer only) I have changed mode to Selected ID becouse I want to import only one animation to test if I need to apply IKs.
  • Scene should look like on right image.
  • Click on Load button to import animation. Important note: RE games have separated animations for lower and upper body. So one ID have lower body and next ID is for upper body.
  • model_noniik.jpgNow the scene should look like on upper image. Now we can see that legs and hands are weirdly posed, you can see wrong positions on end bones (toes) aswell. That detects the model uses IK. So now we know there are IKs used.
  • Click on [Re]generate skeleton (5.) to restore scene to default pose.
  • Select both toe bones (bone8 and bone13 in this case), uncheck Nubs (7.) and click on Create IK link button.
  • For hand we apply diferent rules. We need to pickup parent bone for our hand IK. In this case it’s shoulder pad bone (bone22). So click on Pick IKTarget Parent (8.) and pick bone22 from scene or layer manager. Current name should change.
  • Now select hand bone (bone28) and click on Create IK link button. Make sure you that have diabled Nubs (7.), or you won’t get rotations on hands.
  • Now repeat same process on other arm.
  • Try to to import animation now.
  • prefangoff
  • Oh my gov’d what’s wrong with you arms man. But we can fix it, right?
  • Of course we can, since we have 0 rotations for arm bones when we created IK Chain, then we will need to set Preffered Angles manually.3dshirik
  • Select middle bone in IK Chain (bone27) and head to Hierarchy/IK/Rotational Joint, now to Y Axis and set Preffered Angle to 1,0
  • If you don’t know where to find these, on the right is guide image.
  • Now apply this process to other arm. (But with Preffered Angle -1,0 since we are on opposite side)
  • You can also tweak constraints (limits) to any bone in IK Chain, and Swivel angles in IKTarget to get more realistic look.

Well done, everything works as it should. NOTE: We should tweak IKTarget position to match body proportions, nobody likes their hands in their bodies.


IK Presets

You can save your created IK Chains into preset, that can loaded anytime.
Tool can save only IK Chains created by tool.
DO NOT load presets to scenes where IK Chains are already created!

What can be saved:

  • Complete IK Creation, anything you set in IK Creation
    • Bones in chain
    • Nubs
    • Control bones
    • IK Parents
  • Properties of bones in IK Chain
    • Swivel Angles
    • Parent Spaces
    • Rotational Joint Properties
    • IK Solver names

Produced presets will have .tit extension. They are generated MaxScript compatible files. So you can add more commands and creation techniques inside of them, just make sure you don’t overwrite them, becouse you would lose all modifications you made.

Produced presets are model independent, that means, you can use single preset for many other models.

Presets are in early version, please report any problems asap.

Listener messages

Unknown block hash %hash in hex% for MTF v%version% model format.
Selected model have unsupported blocks, those will be skipped. You can post hashes along filename and game or sample file itself in comment section on forum or here.

Skipping anibone%bone id% since its not enabled in current skeleton.
Required bone was not found in scene. This bone is not present in loaded model. This message is purely informational.

cannot find node: Bone%bone name%
Required bone was not found in scene. This will happen if user deletes any bone in scene.

Unknown frame usage: %number%
Unsupported frame usage ID, it’s crusial to report this issue asap, but probability this message will show is extremly low.

AnimationData Class not found, creating limitations.
This will show if you don’t have Sequencer plugin present. Animation mode buttons will be disabled.

Known issues

  • IK links must be set manually.
  • Bone scales are artifacted, this applies if bone where scale is applied to have child bones. So far bones without children are fine. I still don’t know how Framework handles them.


Download Tool

Current Version: BETA 4



  • Added MOD support for Mercenaries 3d, Dragon’s Dogma and Ultimate Marvel vs Capcom 3 (UMvsC3)
  • Fixed inverted faces for pc versions
  • Added full support for Resident Evil 6 skinned models.
  • Added support for 64 bit versions (so far UMvsC3 only as I know)
  • Fixed Dragons Dogma animations to be loadable, but wrongly offsetted (rotations only, not known fix for now).
  • Note: UMvsC3 animations can be loaded, but thats all.


  • Added MOD support for Monster Hunter 4 Ultimate (3ds), Monster Hunter 3 Ultimate (WiiU), EX Troopers (PS3), Dragons Dogma (PS3)
  • Changed ik solver from IKLimb to IKHISolver
  • Reworked ik creation
  • Fixed loading large models for v1 engine
  • Fixed wrong skin weight loading
  • Added load/save ik preset
  • Added independent LMT loading (you no longer need to load mod file in order to load animations, does not work if you’ll use model loaded from BETA1 and 2)
  • Added naming and sorting options for model loading
  • Reworked UI, more simple, less confusing
  • NOTE: Do not use models loaded witch BETA2 or BETA1 with BETA3. BETA3 uses different pipeline!


  • Added MOD support for Monster Hunter XX, Sengogu Basara 4
  • Added over 20 new model formats for MTF v2
  • Fixed exporting corrupted FBX files (this may affect other exporters aswell, those who can export more that 1 uv channel)
  • Fixed bitmap loading issues for 2018 version
  • Added config saves for Model loading UI


  • Added MOD and LMT support for Monster Hunter World

BETA 5.1

  • Fixed “Invalid Header” false message for non monster hunter world games

43 thoughts on “MT Framework tools

  1. impresive work, hello, i used to work with another script for older versions of max, seems like it used a different way to port the rig or bone structure since i tried to copy the poses to preview the rig before actually open the game, besides, it’ll be so helpful to be able to preview the animations for certain mods without opening the game, this was already asked but you think you can evaluate the option for the mesh export support on your script? it’ll help a lot to the Resident Evil modding comunity, thanks for your time.


  2. Sooo i tried this tool but when ever i close the script the skeleton wont work with LMT anymore and it goes nutts xD RE5 models and LMTS
    any ideas why ?


      1. weird cuz a friend haves used a costume model i rigged with the bones of a model and when he imports the LMT it works fine for him xD
        and for me it doesnt work any idea why ?


      2. When you run the tool, first you must always load .mod file, after that you can load .lmt. Make sure that you’re using correct lmt file. If you’re using RE6 you must know that animatons are separated to upper part and lover part like I wrote in post + set up IK links, all important stuff is wrote here. If problem still occurs there’s possiblity that youre using different max version, tool is tested on 2017 version only.

        Liked by 1 person

  3. AAAhhhhh ok got it xD i thought that when i already have an open model with bones on i can just open the script and load the LMT xD

    but i guess i need to import a model with it first in order to use the costume model 😀

    ok thanks :3


      1. if i understand you right, you’re saying i can load the lower body then the head and they’ll all be in their right place? cause when I try the head ends up on being on the grid, the body remains but the skeleton becomes jumbled up even after resetting, and there’s no way i can select two files at the same time when loading a mesh…soooo am i doing anything wrong?


      2. Well, everything you just said is wrong, lower and upper body animations are stored in single motion file. Where odd animation ids are lower part, and even animation ids are upper ones.


    1. actually i was talking about the models, not the animations, the animations load perfectly, the models on the other hand are stored in different .mod files (i’m talking about DMC4 SE) and when i load them the jumble up i was asking if it was possible to load multiple MODELS at the same time for example load the head and the body MODELS at the same time and then load the animation…i hope you understand me, i’m talking about the .mod files sorry for the pool of text…XD
      somehow…i can’t reply to your comment


      1. You can load multiple models, just load all of them and then load animations. It should work, if not load model per secene, save to .max and then merge them.


      2. i still can’t reply to your comment directly…anyway i don’t think you get me so lemme just show you

        this is what happens…i tried merging the files like you said too still no solution oh and i also “keep Object ID in name” and “Layer per OD” checked for my second test and still i ended up with a jumbled model,after loading an animation in both cases it was just worse


  4. Just wanted to mention that the 3DS games in the Ace Attorney series use the MT Framework, and a few of the models give me an error “Unknown frame usage: 5”. If you want me to send a sample file, feel free to ask. Also, would it be possible to add support for camera animation files (LCM) or the animation scheduler files (SDL)?


      1. Yeah, there’s also XFS in this version too, not entirely sure why they have both. I’m mainly wondering because the Ace Attorney games frequently hide/show various mesh objects on the model for different facial expressions, etc, and it would be so helpful if that could also be loaded with the animations, so the mesh swaps don’t have to be done manually cuz it’s a huge pain. Another thing I’ve noticed is a MRL file, which seems to be a model resource location file? It lists all the textures used by the model, and I wonder if it’d be possible to load all of the textures at the same time as the mesh, which would also help automate more of the importing process. Sounds like it might be a lot of extra work to implement though, so I understand if that’s not something you’re interested in working on. 😉


      2. About swapping meshes, that theory seems right. That might be event specific. MRL files are actually materials used in later versions, for some reason, they are no longer in mod files.

        Liked by 1 person

  5. A runtime error occurred when loading the following file
    pl039_01_face.mod (Sengoku Basara 4\model\pl\pl039\)
    it messaged ‘Runtime error: Vertex index in face out of range:[9,4,4]’
    btw do you have plans to support ‘Sengoku BASARA 4 Sumeragi’?


  6. Hi,Lukas,when i use mt tool for Ultimate Marvel vs Capcom 3(PC),i get meshes successfully,but i when i try to load animation,it fail,it take a very very weird pose,why happen like that?is it like re5 animationg?need to fix IK?


  7. thank you for the update about MHW, which is great!
    here i report an issue
    when load MHW mesh “em103_00.mod3” and apply animation onto skeleton, part of right wing animation missing
    the issue happens on all relative animation of this mesh, and that’s the only one with problem as far as i see


    Liked by 1 person

      1. Hello, I have found the same problem. Only with this two models Nergigante and Xenojiva. HAve you found a solution? Hope you don’t mind to share. Many thanks in advance.


  8. Great work as always. Megaman 11 files can be only partly extracted so far. It can get the skeleton but errors out on trying to get the mesh. Being so new, and technically only the demo is released, i shouldn’t be too surprised :P.


  9. Seems to work fine with Megaman 11 PC, apart from the fact it has Normal problems. With both the Monster Hunter XX function on and off.


  10. Hey! Can you help me with a mod I am working on for Monster Hunter: World? I am essentially trying to add a new monster (Gobul) as a replacement for Great Jagras, but I want to give Gobul custom animations.

    I made a custom high-definition remake of Gobul so he would be up to MHW graphical standards. Additionally, I want to import Gobul’s animations from MH3U (which thankfully your brilliant tool can already do) so I can use them for my MHW mod.

    However, I will need your help to create an exporter so that I can export my Gobul model once I rig him to the imported animations so that I may integrate them into the game, itself. Thanks in advance!


  11. Perfect ! Thanks a lot, it’s working like a charm for MHW !
    BTW, i’d like to know of there are some texture issue ? (a futur update about this ?)
    I know there is a Blender script who can import text file, so, it’s definitly possible, but in Blender, some problem appear (like rigging).
    Or maybe a way to mix them ? i’ll continue to investigate this.
    Thanks again.


  12. Hello, i found some bugs on the weight data import, specifically on some models from RE6, the files are uPl05SherryOmake00.arc/uPl05SherryOmake01.arc the problem is mainly visible on the left arm and the shoulders area, which are not moving correctly along with the animations, is it possible to fix it?


  13. Hello Lukas, first of all thank you so much for your time to build and share this amazing tools. I have found the same problem with above comment by “redtank”.

    “When load MHW mesh “em103_00.mod3, em105_00.mod3” and apply animation onto skeleton, part of right wing animation missing.”

    Hope you can tell us what cause the problem. Many thanks in advance.


      1. Thanks for your reply, I checked most of other monsters they are ok only this two I mentioned that have the problem. I was guessing they might be using the mirrored animations to, but I have no clue how to do the mirror animation in 3D max. Thanks again for you help. 🙂


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