Animations for the GNT games are stored in .mot files. Each of these .mot files contains one or more .gnta files packed inside. Each .gnta file is a single animation and is named after its animation ID. For more information on animations, see MOT Files.
Extracts all .gnta files from a .mot file.
Imports .gnta files into a .mot file.
Opens an editor to modify .gnta files.
The left pane contains information on the full animation, such as its Animation ID and the End Time (in Frames). It also has a line chart representing the key frame progression. This shows how many frames last between each key.
Each .gnta file animation contains one or more Bone Animations, which are in the middle pane. These are movements of a specific bone (joint) on the model. It is currently unknown what Flags 1 is for.
Each Bone Animation has one or more Key Frames, which are on the right pane. These key frames are the coordinates to move that bone to at a specific frame.
Most of the above data can be modified, such as the X, Y, Z, and W coordinates of a specific key at a specific frame.
You can see how animations actually look on a model by using HSDRaw Viewer. For example, view Lee's model by opening files/chr/loc/0000.dat. Under Nodes navigate to scene_data/JOBJDescs/Array_0/RootJoint and double-click on RootJoint to open the model.
To import and view an animation, open the respective .gnta file by navigating to Animation->Import in the RootJoint file menu:
It will then request the respective .jcv (Joint Connector Value) file that is paired with this model, which should be named the same as the .dat file in the same directory. You then can use the play buttons at the bottom of the application to play the animation.




