Gildor's Forums

English Forum => Other games => Topic started by: Nikky on November 20, 2012, 19:22



Title: DmC: Devil May Cry
Post by: Nikky on November 20, 2012, 19:22
Hi gildor.
The demo for the new DmC (Devil May Cry) has been released today for the xbox console. I have downloaded it and extracted the content that seems to use Unreal Engine 3 (I'm posting it here since it's more a western game this time, not from Japan like the previous DMC games).
Umodel can load the packages, but the game it's not probably supported since I get this:

Found 119 game files (10 skipped)
Loading package: CH_dante_ingame_noJacket_SF.xxx Ver: 845/4 Engine: 8916 Names: 953 Exports: 641 Imports: 18 Game: 8000
Export "sk_dante_ingame_noJacket" was found in package CH_dante_ingame_noJacket_SF
Loading SkeletalMesh3 sk_dante_ingame_noJacket from package CH_dante_ingame_noJacket_SF.xxx
WARNING: BoolProperty "FSkeletalMeshLODInfo::bDisableCompressions" was not found
WARNING: BoolProperty "FSkeletalMeshLODInfo::bHasBeenSimplified" was not found
WARNING: FloatProperty "USkeletalMesh3::ClothToAnimMeshMaxDist" was not found
WARNING: BoolProperty "USkeletalMesh3::bLimitClothToAnimMesh" was not found
WARNING: BoolProperty "USkeletalMesh3::bEnableClothBendConstraints" was not found
WARNING: FloatProperty "USkeletalMesh3::ClothBendStiffness" was not found
WARNING: FloatProperty "USkeletalMesh3::ClothThickness" was not found
WARNING: FloatProperty "USkeletalMesh3::ClothDamping" was not found

Since it's an xbox demo I don't have an exe file to upload, but if you could take a look, here you are the simple files for the Dante model http://www.mediafire.com/?c89zkboaonynu2t

I really hope it will be possible to support it... I've been waiting for this model for a very long time ;_;

EDIT: Static meshes and textures seem to be supported, only SkeletalMeshes can't be opened.


Title: Re: DmC DEMO
Post by: Gildor on November 20, 2012, 20:04
1. Your error message is incomplete - you displayed useless warnings and missed "ERROR: assertion failed: ..." line which is the important one.
2. Yes, SkeletalMesh is not supported.
3. I'll support the game after release. The exe for XBox usually named "default.xex".


Title: Re: DmC DEMO
Post by: Nikky on November 20, 2012, 20:24
Maybe because I always use the GUI and error message is different? With umodel I also get this:

(http://img594.imageshack.us/img594/1222/screenxo.png)

Looks like umodel can't identify the directory or something? Plus, there are texts not really related to DmC game/path, the rest is some other stuff I have in my PC...

And...I know this game is just a demo right now, but it will be released in two months from now... since I have a project, would it be possible for you to support skeletalmeshes now as well...? I really appreciate the wonderful work you always do on this awesome tool :) I'd be very grateful if you could accomplished my request and I swear I won't bother you again.

EDIT: I have found the exe!  http://www.mediafire.com/?sy6uxtogmtkztms default.xex




Title: Re: DmC DEMO
Post by: Gildor on November 20, 2012, 21:03
Maybe because I always use the GUI and error message is different? With umodel I also get this:

(http://img594.imageshack.us/img594/1222/screenxo.png)

Looks like umodel can't identify the directory or something? Plus, there are texts not really related to DmC game/path, the rest is some other stuff I have in my PC...
This error message is listed in umodel's FAQ
Quote
And...I know this game is just a demo right now, but it will be released in two months from now... since I have a project, would it be possible for you to support skeletalmeshes now as well...? I really appreciate the wonderful work you always do on this awesome tool :) I'd be very grateful if you could accomplished my request and I swear I won't bother you again.
Sorry, you have to wait for the release.


Title: Re: DmC DEMO
Post by: Nikky on November 20, 2012, 21:22
But you also supported Gunslayer Legend when it was a beta, not even a completed demo... :(
This game seems to be already supported except for the SkeletalMeshes,  since statics and textures open/export without issues. I understand, actually, that you prefer to add full support to a complete and fully released game, however, why adding it for other beta games and not this one, when only a format (and not all the archives like .pskx, .tga, ecc) is not working?

 


Title: Re: DmC DEMO
Post by: pixellegolas on November 21, 2012, 00:47
he might have had time when does games where released as beta.

Respect gildor when he says no because after a couple of betas he realized how much extra work it is to support for all updates ;)


Title: Re: DmC DEMO
Post by: Nikky on November 21, 2012, 01:31
If that is the problem, I understand then :) I just thought this format was final since the game is not in beta test, but a full demo before the release. I just hoped it was possible to make it compatible already, 'cause most of the packages load and export like everything else, but I admit I don't know a thing about this stuff, so it probably won't be too easy and/or quick.
Sorry if I sounded disrespectful, that wasn't my intention. Like I said, I respect his work and if he feels like adding support I'd be really grateful, but if he wants to wait for the final release to avoid eventual format changes, it's fine. I will wait.


Title: Re: DmC DEMO
Post by: Gildor on November 21, 2012, 08:16
But you also supported Gunslayer Legend when it was a beta, not even a completed demo... :(
That was my mistake. I've supported the game, but the format was changed now, so this game's latest version is not supported.


Title: Re: DmC DEMO
Post by: Gildor on November 21, 2012, 09:33
For some reasons I decided to support this game now (I don't know how busy I'll be at the moment of the game release).
SkeletalMesh is supported now, Texture2D was supported before this update. Animation is not supported, and I have no idea about StaticMesh support - the provided packages has no static meshes inside (it would be nice if you'll check compatibility with static meshes).

About the animation - it's custom in this game and perhaps I'll look at this when the PC version will be released.


Title: Re: DmC DEMO
Post by: Nikky on November 21, 2012, 13:54
gildor, you're the best!

Anyway, Static Meshes work :) there are two version of static Dante in one of the three packages and it export perfectly, same for the other static meshes, it seems. I can do another check to be sure.
About animations, it's not important if they don't work at the moment, you've done pretty much already! Thank you!


Title: Re: DmC DEMO
Post by: Gildor on November 21, 2012, 14:03
You're welcome.
About animation - it looks like this game utilizes Morpheme animation system, so it's very unlikely that animation will be supported in the future.


Title: Re: DmC DEMO
Post by: Nikky on November 21, 2012, 14:45
Anims are not essential in my case :)

SkeletalMeshes export now! Thought I'm still getting some warnings. With umodel, I always have the "too much unknown files" error even if I read the faq and followed the instructions. The GUI works fine, the only thing is that it's not letting me export the full package (for example CH_dante_ingame.xxx), but I have to manually export every mesh manually. The warnings say something like:

WARNING: BoolProperty "FSkeletalMeshLODInfo::bDisableCompressions" was not found
WARNING: BoolProperty "FSkeletalMeshLODInfo::bHasBeenSimplified" was not found
WARNING: SkeletalMesh sk_kat_ingame uses vertex colors

and other BoolProperty warnings referred to UMaterial3. I guess many of these are caused by the anim incompatibility or such?


Title: Re: DmC DEMO
Post by: Gildor on November 21, 2012, 14:50
With umodel, I always have the "too much unknown files" error even if I read the faq and followed the instructions.
You have a lot of extracted files near the game packages. Clean up your working directory and this error will disappear.
Quote
The warnings say something like:

WARNING: BoolProperty "FSkeletalMeshLODInfo::bDisableCompressions" was not found
WARNING: BoolProperty "FSkeletalMeshLODInfo::bHasBeenSimplified" was not found
WARNING: SkeletalMesh sk_kat_ingame uses vertex colors
Simply ignore such messages, they could be useful only for me.


Title: Re: DmC DEMO
Post by: Nikky on November 21, 2012, 14:53
Uhm... the folder where the game files are has no extracted files (they are into another folder)  ??? Only packages.



Title: Re: DmC DEMO
Post by: Gildor on November 21, 2012, 15:00
If you'll carefully look at the error message you could find details about one of thousands files which are not expected to be in the game directory (most likely that'd be .tga file)


Title: Re: DmC DEMO
Post by: Nikky on November 21, 2012, 15:10
Very strange. I have only .xxx files in that directory... no .tga files.


Title: Re: DmC DEMO
Post by: Gildor on November 21, 2012, 15:13
Show me your error message, please. I'll point at the problem.


Title: Re: DmC DEMO
Post by: Nikky on November 21, 2012, 15:19
Here :)

(http://img196.imageshack.us/img196/9859/69790946.jpg)

I have a bunch of .xxx packages, no other files. I also tried with the -out="directory" tag but I still get the same error.


Title: Re: DmC DEMO
Post by: Gildor on November 21, 2012, 21:36
It looks like you're placed packages to desktop or to other "standard folder". It has a lot of nested directories with a lot of files inside. Umodel stopped scanning directories on Firefox cache files.
Create special directory and move packages there.


Title: Re: DmC DEMO
Post by: Nikky on November 22, 2012, 02:23
I see, thanks! Usually when I have a game not installed, I placed the folder with the files on my desktop. However, since I usually export using the GUI so that I can also preview the files, I didn't notice the error until now :)


Title: Re: DmC DEMO
Post by: Nikky on January 15, 2013, 19:05
Hi gildor! The game has been released officially today :) though many people got their preorder some days ago.
I checked the files and as I thought the format hasn't changed, skeletal and static meshes seem to work, just like the textures.

It would be nice if you could also add support for animations and/or sounds. In case you want to add a complete support let me know if you need more files or you can still use the ones I uploaded two months ago.

Oh and I think the title of this topic can be changed now that the game isn't a demo anymore :D


Title: Re: DmC: Devil May Cry
Post by: Gildor on January 15, 2013, 19:15
Hi gildor!
Hi
Quote
The game has been released officially today :) though many people got their preorder some days ago.
I checked the files and as I thought the format hasn't changed, skeletal and static meshes seem to work, just like the textures.
Nice. I've updated the compatibility table to reflect this. So, this game is 1st game of 2013 :)
Quote
It would be nice if you could also add support for animations and/or sounds. In case you want to add a complete support let me know if you need more files or you can still use the ones I uploaded two months ago.
Windows version should be released on January 25, so I'd prefer to analyze executable for this platform instead of digging into XBox360's one.
The reason of checking PC version instead of XBox's is that this game has some customizations in animation system. Chances to get it working with umodel after research of XBox executable are very low, while checking PC executable significantly improves possibility to get working animation.
Quote
Oh and I think the title of this topic can be changed now that the game isn't a demo anymore :D
I've changed the thread name :)


Title: Re: DmC: Devil May Cry
Post by: Nikky on January 16, 2013, 18:16
Windows version should be released on January 25, so I'd prefer to analyze executable for this platform instead of digging into XBox360's one.
The reason of checking PC version instead of XBox's is that this game has some customizations in animation system. Chances to get it working with umodel after research of XBox executable are very low, while checking PC executable significantly improves possibility to get working animation.

Oh sure! :D I should get the PC version as well, in that case I'll provide you all the needed files. Thanks!


Title: Re: DmC: Devil May Cry
Post by: TheDamnThing on January 26, 2013, 00:44
PC version works fine with the latest umodel :D (meshes, textures, materials)


Title: Re: DmC: Devil May Cry
Post by: simkas on January 26, 2013, 15:11
Has anyone been able to find the cutscene character models? All the archives that have "CS" in the name only have the in-game character models, that don't have their faces rigged for expressions.


Title: Re: DmC: Devil May Cry
Post by: logansan25 on January 27, 2013, 01:45
I will wait for possible animations, i need animations.


Title: Re: DmC: Devil May Cry
Post by: pixellegolas on January 28, 2013, 12:55
Gildor said specifically that it uses a system that will never be supported but maybe the animation system will change, or you will have to wait for a long time :)


Title: Re: DmC: Devil May Cry
Post by: Gildor on January 28, 2013, 13:04
I'll check the game anyway. Perhaps it uses third-party animation system like previous project of this studio - in this case this game will never receive animation support. In other cases there are chances that animation will be supported.


Title: Re: DmC: Devil May Cry
Post by: 3D_power on January 28, 2013, 18:32
Why I couldn't view and export the skeletalMesh,only staticmesh could export and view

The warnings say something like:

Loading package: DevilGame/CookedXbox360/CH04_characterMaterialTEST.xxx Ver: 845/4 Engine: 8916 Names: 790 Exports: 1014 Imports: 40 Game: 8000
Export "sk_dante_weapon_rb_human" was found in package CH04_characterMaterialTEST
Loading SkeletalMesh3 sk_dante_weapon_rb_human from package DevilGame/CookedXbox360/CH04_characterMaterialTEST.xxx
WARNING: BoolProperty "FSkeletalMeshLODInfo::bDisableCompressions" was not found
WARNING: BoolProperty "FSkeletalMeshLODInfo::bHasBeenSimplified" was not found


Problem has been solved, thank you
I I didn't add option "-noanim"


Title: Re: DmC: Devil May Cry
Post by: Nikky on January 28, 2013, 18:45
Has anyone been able to find the cutscene character models? All the archives that have "CS" in the name only have the in-game character models, that don't have their faces rigged for expressions.

Dante's model is easy to find. The name of the packages are something like CH_Dante_Ingame. The other models are stored in missions packages.

Gildor, is there a way to export the sounds? Not only music, but also voices?


Title: Re: DmC: Devil May Cry
Post by: Gildor on January 28, 2013, 19:00
Gildor, is there a way to export the sounds? Not only music, but also voices?
I don't know. I must have the full game to check, but I have neither game nor time for this.


Title: Re: DmC: Devil May Cry
Post by: SilentMuroTR on January 29, 2013, 00:04
How can i inject modified textures?


Title: Re: DmC: Devil May Cry
Post by: Nobby76 on January 31, 2013, 15:27
How can i inject modified textures?
By learning how to create new characters for unreal engine.
Umodel is for unpacking, its basically the opposite of the official unreal plugins that you use to package/make/export characters out of 3DS max.
If you want to inject textures into characters you will first need to unpack that characters package, then re-export it to unreal editor including the new texture so it can be finished and then placed back in the game. There are lots of official tutorials regarding creating characters on all the well known unreal websites ( lots are on the official unreal editor website)


Title: Re: DmC: Devil May Cry
Post by: motor12v on February 14, 2013, 21:10
Hi everyone!
I need some help, I want to see Dante's model and the pistols, but I cannot do it. I tried it with umodel and umodelGUI but ther were always problems. Honestly, I saw the tutorials but it doesn't work.  ??? So, can somebody help me? 


Title: Re: DmC: Devil May Cry
Post by: Nikky on February 15, 2013, 00:49
Hi everyone!
I need some help, I want to see Dante's model and the pistols, but I cannot do it. I tried it with umodel and umodelGUI but ther were always problems. Honestly, I saw the tutorials but it doesn't work.  ??? So, can somebody help me? 

Are you sure you have the latest version of umodel? What kind of problems do you get? UmodelGUI works perfectly in my case.


Title: Re: DmC: Devil May Cry
Post by: motor12v on February 15, 2013, 22:12
Thanks for your quick answer!
so what I have done: after I extracted the ISO file I serached the .upk files ( Dmc-Devil May Cry; Devil Game; CookedPCConsole ) then I downloaded the umodel and the umodelGUI from this site. Then I copied the two .exe files and the .dll (which belongs to umodel) to the same folder where the .upk files were. Then I run umodelGUI. The program started, I browsed the package directory ( CookedPCConsole) and it showed me the files. Then I choosed a random file, double clicked, and some other files appeared on the left side. Then I double clicked for example a SkeletalMeshComponent, and nothing happened. The program told me: specified packages has no supported objects.
What does it mean? What should I do to see full character and weapon models? I can see only Texture2D files. I would appreciate your help!


Title: Re: DmC: Devil May Cry
Post by: Nikky on February 16, 2013, 23:03
You have to click on SkeletalMesh, not SkeletalMeshComponent :)


Title: Re: DmC: Devil May Cry
Post by: motor12v on February 17, 2013, 16:31
Thanks, it's working! But can you tell me where are the skeletalMesh files of Dante and Ebony&Ivory ? I can't find them, because there are so much files. Thanks a lot!


Title: Re: DmC: Devil May Cry
Post by: chowderman on February 21, 2013, 13:10
Hey all. First post. Gildor, I want to thank you for creating and supporting this fantastic program.

My question has already been asked, but has not been answered. I'm trying to get to the weapon objects (Dante's sword and his dual pistols). I'm having no luck tracking them down anywhere. Has anyone had any luck?


Title: Re: DmC: Devil May Cry
Post by: chowderman on February 21, 2013, 13:27
Ok so I've found a few of the things I (and motor12v) have been looking for.

Open the Dante_Archetypes_SF.upk file. It took a while. Like 10 minutes for me. I found:

sk_dante_ingame
sk_dante_weapon_ebony_base
sk_dante_weapon_ivory_base
sk_dante_weapon_rb_human (his sword)

Now, I don't know why, but the SkeletalMeshes I view look really strange and untextured (and mega shiny) For example: (http://25.media.tumblr.com/ed7ff70243c695fe979a4d659e46ab28/tumblr_mikdwvGtu91rkcwtbo1_1280.jpg)(http://24.media.tumblr.com/72026b4b4ca429c8b51d1d499577fd81/tumblr_mikf7m7wnA1rkcwtbo1_1280.jpg)

Does anyone know what's up with this?


Title: Re: DmC: Devil May Cry
Post by: pixellegolas on February 21, 2013, 15:18
that is probably specular maps and environment maps that the model has but umodel renders them 100% instead of a smaller number. I think if you export to for example max and tweak it will look ok


Title: Re: DmC: Devil May Cry
Post by: chowderman on February 27, 2013, 10:53
Is there any way to get it to display textures properly from within the viewer?


Title: Re: DmC: Devil May Cry
Post by: Gildor on February 27, 2013, 15:36
Try Ctrl+G key, it will switch to different renderer.


Title: Re: DmC: Devil May Cry
Post by: noShigu on March 08, 2013, 03:10
Hi Gildor Forums, I'm new here.
I'm having an issue with the PC version of DMC. Everytime I try to open a upk with umodel, I get a repetitive error message of "overflow of 256". It's really interfered with my plans and it'd be great if this issue could be fixed.

Thanks in advance.


Title: Re: DmC: Devil May Cry
Post by: Gildor on March 08, 2013, 13:04
Hi.
I need a full error message to say anything particular.


Title: Re: DmC: Devil May Cry
Post by: noShigu on March 08, 2013, 15:05
It's "appSprintf: overflow of 256"

(http://img254.imageshack.us/img254/6208/umodelerror.jpg)


Title: Re: DmC: Devil May Cry
Post by: Gildor on March 08, 2013, 19:31
Give me the package with error please.


Title: Re: DmC: Devil May Cry
Post by: noShigu on March 08, 2013, 20:25
Any of the packages excluding some of the DLC packages do this.
http://www.mediafire.com/?zjqp8p2rg0z1tt5


Title: Re: DmC: Devil May Cry
Post by: Gildor on March 08, 2013, 20:48
This package works nice for me. Perhaps you have too long full path for package? Show me your command line please.


Title: Re: DmC: Devil May Cry
Post by: noShigu on March 09, 2013, 05:01
Ah great, thanks Gildor! Worked like a charm.

Oh and just another two questions, I've been having trouble with referring to some certain SkeletalMeshes, for mesh replacement in .ini config files. Usually I'd write:

+CharacterMods=(FriendlyName="HollowHeartVergilMesh", Tags="HollowHeart", DisableTags="Costume", ModCompatibility="Vergil", TargetPropertyPath="Appearance.Mesh", ReplacementObjectPath="CH_vergil_evil_ingame.SkelMesh.sk_vergil_evil_ingame")
As an example of a SkeletalMesh swap. (It's a default line in DevilGame.ini)

But there are files inside an archetype package with all sorts of files and animations aswell, called Vergil_Archetypes_SF.upk
A certain file in this package is a skeletal mesh called "CH_vergil_ingame". It's location in the file is just like any other skeletal mesh would be, only problem is, I can't refer to it for some reason, I can never refer to files inside that upk. This is how it should work:

+CharacterMods=(FriendlyName="HollowHeartVergilMesh", Tags="HollowHeart", DisableTags="Costume", ModCompatibility="Vergil", TargetPropertyPath="Appearance.Mesh", ReplacementObjectPath="CH_vergil_ingame.SkelMesh.sk_vergil_ingame")

But it just won't work, I can just never refer to any files in there. It'd be MUCH appreciated if you could fill me in on a way to get around this issue.

And my other question, is sort of an extension from that one,
How can I convert a SkeletalMesh file to psk without it being in a upk file? Because I can't open Vergil_Archetypes_SF.upk in uModel (Animation errors) but I can extract it, so if there was a way I could still get a certain skeleton from there in .psk It'd also help very much.

Thanks a bunch


Title: Re: DmC: Devil May Cry
Post by: Gildor on March 09, 2013, 10:27
Ah great, thanks Gildor! Worked like a charm.
So, you had too long path as I supposed?
Quote
...
But it just won't work, I can just never refer to any files in there. It'd be MUCH appreciated if you could fill me in on a way to get around this issue.
Sorry, I can't help you with this. Such things are highly depending on cooking type, DLC etc. It's usually quite hard to do such things even for developers, and it could be much harder for ordinary users.
Quote
How can I convert a SkeletalMesh file to psk without it being in a upk file? Because I can't open Vergil_Archetypes_SF.upk in uModel (Animation errors) but I can extract it, so if there was a way I could still get a certain skeleton from there in .psk It'd also help very much.
Have you used "-noanim" option which is required for this game?


Title: Re: DmC: Devil May Cry
Post by: noShigu on March 09, 2013, 10:43
You're right, it worked, Thanks again Gildor!


Title: Re: DmC DEMO
Post by: snmnr on May 23, 2014, 11:44
You're welcome.
About animation - it looks like this game utilizes Morpheme animation system, so it's very unlikely that animation will be supported in the future.

Hi,Gildor can umodel support animation export for DmC Devil May Cry now?

Here are some logs when I extractor CH_dante_ninja_DLC_SF.upk

Loading package: CH_dante_ninja_DLC_SF.upk Ver: 845/4 Engine: 8916 Names: 938 Exports: 734 Imports: 26 Game: 8034
Loading AnimSet dante_anim_test from package CH_dante_ninja_DLC_SF.upk
Loading AnimSequence AnimSequence_1 from package CH_dante_ninja_DLC_SF.upk
******** D:\DMC\umodel_win32\CH_dante_ninja_DLC_SF.upk ********
*** unknown member AKF_NT_NTA of enum AnimationKeyFormat
*** ERROR: AnimSequence::Serialize(AnimSequence_1): 1060 unread bytes
LoadObject:AnimSequence'CH_dante_ninja_DLC_SF.AnimSequence_1', pos=13E59, ver=845/4, game=8034 <- UObject::EndLoad <- LoadWholePackage:CH_dante_ninja_DLC_SF <- Main
  :( :'(

Thanks a lot!


Title: Re: DmC: Devil May Cry
Post by: freakprince on May 26, 2014, 16:33
no it cant support


Title: Re: DmC: Devil May Cry
Post by: Gildor on May 08, 2019, 20:15
Hi all,
UModel got some fix for this game, some skeletal meshes crashed UModel before. Details are here: https://www.gildor.org/smf/index.php/topic,6616.0.html


Title: Re: DmC: Devil May Cry
Post by: Gildor on October 16, 2019, 20:09
Morphs does work for this game

(https://b.radikal.ru/b05/1910/b1/c75640ee1f40t.jpg) (https://b.radikal.ru/b05/1910/b1/c75640ee1f40.png)


Title: Re: DmC: Devil May Cry
Post by: adamthephantom on January 31, 2021, 18:15
Hi,

Been wanting to create some cool renders through Blender like those on Deviant Art of DmC, and like the Batman Arkham's, level pieces and sceneries always appear like this. All I have done is open the UPK file and gone through the meshes. I'm guessing it is because umodel can't find the texture, or need something or setting to locate them. The character models are fine, no issues, it is just the environmentals. I tried the UV swap button, but that just changes the colour boxes about the mesh.

Any ideas? It is probably something obvious I haven't done so bare with haha! but thank you so much for all the work on this viewer, I dare say you prob don't get enough praise!



Title: Re: DmC: Devil May Cry
Post by: TechiTechi on July 02, 2022, 02:05
getting this error with the override enabled:
LoadObject: AnimSequence'Dante_Archetypes_SF.AnimSequence_0', pos=1FB3E0, ver=845/4, game=dmc <- UObject::EndLoad <- LoadWholePackage: DevilGame/CookedPCConsole/Dante_Archetypes_SF.upk <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1587

EDIT: It was the animations causing the issue.


Title: Re: DmC: Devil May Cry
Post by: spiritovod on July 02, 2022, 16:32
@TechiTechi: Animations are not supported for this game (see this post (/smf/index.php/topic,1653.msg12836.html#msg12836)), you need to disable them at startup screen. Not sure, but maybe there are other tools with animation support for this game, at least there is one for Bioshock Infinite, which is also UE3 game and utilizing morpheme animations.


Title: Re: DmC: Devil May Cry
Post by: eric on November 06, 2023, 14:38
Q: Is there any other way to extract DMC's animation?