akderebur wrote: ↑Tue Jun 08, 2021 2:53 pm
A tool for previewing/exporting animations from some games that use the ACL plugin for UE4. Apparently, UE Viewer doesn't support the animations atm. This was a request from a friend. So, I thought I might as well share it here too. Not that I think anyone will use it
Some example animations
How to use
Set Skeleton
You don't need this step for Dislyte character models. Their skeleton is set by default. For any other game, you have to select the skeleton file (uasset) of the model you will be loading later.
Example: For loading a Mir 4 character skeleton, I will click Set Skeleton and select Pca_01_Skeleton.uasset.
Load Model/Animation
0) Everything you need for extracting the models is here: https://www.gildor.org/smf/index.php?topic=7760.0
1) Export the character model as GLTF using UE Viewer
2) Using Noesis, convert GLTF to NUX with the included NUX script
3) Load NUX in DislyteAnimViewer
4) Load the animation you want (uasset or uexp)
5) Export the animation to NUX
6) You can load the exported file in Noesis and convert it to any format you want
Supported Games
- Apex Legends Mobile
- Dislyte
- Life is Strange 2 (Don't know which episodes)
- Mir 4
- Ni no Kuni: Cross Worlds
- Valorant (partial)
Any other game might or might not work. Depends on the UE4 version used.
Will you support Lost ark? Ueviewer already updated to extract skeleton and etc, but not Anim since its ACL and its upk..
I followed all the steps exactly, and upon setting the skeleton and importing the .uasset animation, my model becomes inflated. Any reason for this?
(Kena from Kena: Bridge of Spirits) https://ibb.co/sPDywkv
Mine is somehow inflated like the guy said above when loading the anims of Kena : Bridge of Spirits
Here's the sample of Kena, the original files extracted by umodel special build by spiritovod in this post.You may need to download this version's umodel to open the assets and the engine version of this game is 4.25: https://www.gildor.org/smf/index.php/to ... l#msg40562
Kanbara wrote: ↑Fri Sep 24, 2021 5:12 pm
Mine is somehow inflated like the guy said above when loading the anims of Kena : Bridge of Spirits
Yea, the issue seems to be related to scale keys in the animation which indirectly affects the translations. I have a dirty fix in progress, but I will test it a bit more before releasing it. Once the scaling is sorted, the animation is actually fine:
Kanbara wrote: ↑Fri Sep 24, 2021 5:12 pm
Mine is somehow inflated like the guy said above when loading the anims of Kena : Bridge of Spirits
Yea, the issue seems to be related to scale keys in the animation which indirectly affects the translations. I have a dirty fix in progress, but I will test it a bit more before releasing it. Once the scaling is sorted, the animation is actually fine:
Oh, thanks god! Looking forward to the upcoming release!!
einherjar007 wrote: ↑Thu Jul 01, 2021 4:08 am
Note that the skeleton is probably included in the mesh.uasset file and may not need to set it.
Animation also works in part. Perhaps the difference in compression level?
I have received some samples for the Black Widow model/animations. The skeleton is a separate file. I have noticed a small bug with the tool. For the skeleton the extensions needs to be lower-case. Like NOT "BLACKWIDOW_SKELETON.UASSET", but "BLACKWIDOW_SKELETON.uasset". If you have a skeleton set error, try renaming the extensions.
Other than that the animations seem to work with the current tool.
How can i extract the game animation files?
I can't extract the animation files using umodel tool
This is probably not the best fix, but most of the Kena animations seem to be better. There are still some problematic ones, but I thought I should release this before losing interest forever
Hello, I am testing the steps you mention, but since the skeleton is deformed when applying the animation to the model.nux does this monster, some solution to correct the skeleton.
Thank you
crypt wrote: ↑Tue Sep 28, 2021 9:03 pm
Hello, I am testing the steps you mention, but since the skeleton is deformed when applying the animation to the model.nux does this monster, some solution to correct the skeleton.
Thank you
Make sure that you didn't use the umodel named in something like "kena_morph" to export the model. Just use the other one to do it, otherwise the skeleton won't match up with the momdel then.
And I have successfully extracted the animations of kena and the tool works like a charm!
well, it still doesn't work, the original umodel when opening the mesh crashes, the only solution is to use a modified umodel_kena_morphs_export or umodel_kena, I renamed it only to umodel but it doesn't work, the skeleton remains the same.
@crypt: It was already answered in the original topic at gildor's forum, you just ignored it and didn't bother to read the whole topic in the first place. TLDR: Do not use armature when exporting morphs with morphs build, re-use default armature (skeleton) by exporting a model with base version of specific umodel build - or just don't use morphs at all.
Hi, first of all, if I look at the topic a lot in both forums, but these options and way of extracting are new for me, I'm sorry I'm not as clever as some of them jjaajaj, if I don't understand something I ask. In the end I was able to apply the animation correctly, I just need to polish it.