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View PES .fmdl (Fox Engine) and .model (PES 16 / 17) models and aesthetics exports in the browser.
GamesJavaScript · PythonGitHub @MFGoodOnlineOwner unconfirmed
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Rapidly view PES FMDL files and AES exports within the browser
Taken from the repository README
Loading the full README.
Read the full README ↗View PES / Fox Engine .fmdl models and whole aesthetics exports in the browser. Everything runs on
your machine; nothing you open is uploaded.
To access a static hosted version of the tool, go to https://mfgood.github.io/FMDL-Viewer.
.fmdl models or an entire aesthetics export. Exports can be opened as a .zip without much trouble. Added .rar and .7z support but memory usage goes crazy once you drop one in. Opening a folder is the better way..model files are read too, with their .xml and .mtl. Exports are loaded the way the game and the 4cc AET compiler would load them, so folders without an .xml, .common links and kit-numbered models all work..anim clips, and PES 2021 free kick, penalty kick, hunching and goal celebration .gani motions. The .gani motions play the game's hand poses with them where the game has them (see research/hand-animations); the Hands list can swap in any of the game's poses, and marks what plays by default as the game's timing (default) or a guessed grip (guessed). The hunching runs take the game's hunching and arm movement levels, which bend the back and turn the arms as PES does for a player's motion settings. The helper bones (shorts, sleeves, shoulders, collar…) move the way PES moves them, so kits deform as they do in game.b_edit_face in the save), the face editor frames the face and turns the details pane into the game's face sliders, shaping the face, eyes and mouth the way PES 2016 does, followed by selectors for the hair, eyebrows, beard and skin details that the game paints onto the face.The viewer is a static site. Browsers won't run JavaScript modules or workers from a page opened straight
from disk (file://), so serve the folder instead:
python -m http.server 8000
then open http://localhost:8000.
index.html page structure
css/viewer.css styles (light and dark themes)
js/
main.js start-up: controls, keyboard, drag and drop, render loop
viewer.js loading models into the scene, rebuilding materials, what's shown
core/
dom.js DOM helpers
files.js virtual file system: every open file under a path, read on demand
notices.js status line and error box
options.js the Display checkboxes as an `options` object
state.js what's being shown right now (models, export, player, kit, save file)
save.js the PES save file loaded in the settings, kept in IndexedDB
formats/
fmdl.js .fmdl model parser (port of pes-fmdl-blender's FmdlFile.py)
model.js Pre-Fox .model parser (port of pes-model-blender's ModelFile.py)
mtl.js Pre-Fox .xml model lists and .mtl materials
texture-files.js .ftex / .dds readers (Ftex.py port)
block-decode.js DXT / BC4 / BC5 / BC7 decoding to RGBA
aet.js aesthetics export layout: players, kits, texture lookup rules
gani.js Fox Engine .gani body motions (PES 2018–2021)
pes_save.js PES 15–21 save files (EDIT.bin / EDIT00000000): read and write players and teams
export/
players.js per-player rules: default models, skin color, roster names
save-team.js the open export's team in the save file, and its players there
in-game.js what the game shows of the default body for a player linked to the save (kit configs, FPC rules)
texture-lookup.js which file a texture reference resolves to; kit choice
edit-hair.js PES 16's edit hair: the style and textures a player's save settings name
face-layers.js what PES 16 paints onto the editable face (eyebrows, beard, forehead, eyelids)
check.js the export check: what's wrong with the open export, per player
scene/
stage.js three.js renderer, scene, camera, lights, grid
geometry.js mesh geometry and PES weight scaling
textures.js texture decoding cache and GPU textures
materials.js Fox Engine shaders, UV scroll / step and timing textures
overlays.js bounding boxes and bone overlay
navigation.js the view, mouse / touch navigation (Blender and classic), smooth view moves
framing.js framing the model, stray meshes
keyboard-camera.js arrow keys and Blender-style view keys
capture.js pictures for saving: fitted to the view's angle at any size, turntables, GIFs (gifenc)
animation/
quat.js vector / quaternion helpers
run-cycle.js procedural run cycle on the PES skeleton
clip.js .anim and .gani clips (assets/animations, listed in its clips.json) on the PES skeleton
helper-bones.js PES's helper-bone drivers (shorts, sleeves, shoulders, collar…), ported from the game
body-shape.js PES's physique settings as per-bone scales, from the game's tables
face-shape.js PES 16's face sliders on its editable face (faceHi), from the game's tables
rig.js skinned copies of the meshes, driven by the run cycle or a clip and the body shape
ui/
details.js right-hand panel: counts, kits, skin color, model tree, materials
tabs.js the right-hand panel's Player, Animation and Model tabs
animation.js the Animation tab's category and clip picker
team.js left-hand panel: team, players, switching players
settings.js settings panel (cog button): display options, default models, navigation
body-shape.js the Body shape sliders
face-editor.js the Face section and the face editor
panels.js the panels over the details pane (settings, capture, export check), one open at a time
capture.js the Capture panel: player PNG, turntable GIF, team grid
team-grid.js the team grid and its first tile (cup, logo, team name and colors)
check.js the Export check panel
open/
gather.js what was dropped or picked, as files
archives.js .zip (JSZip) and .7z / .rar (7-Zip) reading
opening.js opening exports, folders and loose files; reload
workers/sevenzip-worker.js 7-Zip extraction, off the main thread
vendor/7zip/ 7-Zip compiled to WebAssembly (loaded only for .7z / .rar)
assets/
pes-skeleton.json full PES skeleton (loaded when the run animation or a body shape is first turned on)
pes-bind-frames.json bind orientations of the PES bones, for the helper-bone drivers
defaults/ default body, hands, editable face, edit hair and skin textures (loaded when needed)
sample/ the example model shown at start-up
research/face-sliders/ a check page for the face sliders, and the scripts that read them out of PES 2016
research/helper-bones/ the script that reads the helper-bone drivers out of PES 2016
vendor/7zip/..model parsing is ported from
pes-model-blender, also by the4chancup.