Gildor's Forums

English Forum => Epic Games titles => Topic started by: Shred on September 08, 2009, 13:53



Title: Unreal Championship 2 (UE 2X) combatability request
Post by: Shred on September 08, 2009, 13:53
Hi,

Someone was able to make an over 4 year old dream come true. Characte models from UC2 imported to Unreal Tournament 2004, my favorite game. Somethng I always wanted. This just recently occured adn is super cool. I myself tried to extract the models for years without success. I wanted to get anything I could from UC2 into UT2004. Well eventually I made a few maps with exported textures using mitee.xpr. I readcreated many maps for UT2004 from UC2, but I have only released one. I have a lot of "shells". If you Google DM-Deadbolt ][2 you can see my work. Or google UT200x files and search "Deadbolt". It's a map called Dm-Deadbolt from UC2 I made. I had to recreate every mesh myself from scratch for that one map. It took an insane amount of time. I've been working on meshes with the whole "Praxis" style of Nahkti maps for like 4 years. I'm almost there, but it's tedious, time consuming and I'm in school and my graphics card broke awhile back and I could not go any further and I've yet to upgrade the PC or replace the card Anyways, The reason I'm going into all of thisis, if I, and other UT2004 mappers could get a hold of the static meshes from the .usx files and export them to UT2004, it would be a long time dream come true for me, and many others.

I have access to .usx files from UC2 if you need them to make it happen in a future update. I kind of assumed you guys already have access to these files.

I also figured I'd throw a request out ther to be able to extract .utx files from UC2 as well, bu ti know it's a strectch. If you need any .utx files or .usx files from Unreal Championship 2 Unreal Engine 2X, email me at sith_assassin@telux.org.

Thanx and TIA if you give umodel the funtionality to export some Unreal Championship 2 .usx files or .utx files or hopefully both.

Thanx for your tremendous work already that lead to getting characters in UT2004 from UC2.

PLEASE MAKE .USX FILES EXPORTABLE FROM UNREAL CHAMPIONSHIP 2 into Maya or 3dsmax =D

Thanx


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on September 08, 2009, 14:04
UC2 textures should be already supported by umodel.
Static meshes will be supported later. I want to completely support all games made by Epic Games (except Unreal 2). All other games made with Unreal Engine are optional.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on September 09, 2009, 04:11
Indeed, thanks again Gildor for this awesome tool.

As far as the textures...they extract but are 0kb size .tgas


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on September 09, 2009, 08:57
Some textures are extracted, some - not. When umodel cannot find corresponding xpr file, texture image has null size :(
If somebody knows a way to find more textures - any feedback is welcome.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on January 30, 2010, 07:52
I have donated for animation/static mesh support of UC2...Gildor let me know if you need any files from the disk


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on January 31, 2010, 15:18
I'm currently working on support for this game. It is also possible that I can support its StaticMeshes. I need a few usx files (30-40Mb of files ...)


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on January 31, 2010, 18:23
I'm currently working on support for this game. It is also possible that I can support its StaticMeshes. I need a few usx files (30-40Mb of files ...)

Here is the entire static mesh folder from the game: http://www.filefront.com/15468011/XboxStaticMeshes.rar/

Hope that is enough and thanks again Gildor you are awesome!


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on February 07, 2010, 16:20
Done ...
Two weeks of work. Completely rewritten animation system ...

(http://www.gildor.org/files/images/umodel/uc2/raiden.jpg)
(http://www.gildor.org/files/images/umodel/uc2/szalor.jpg)

Some Unreal Engine 2X features will not work:
  • parts of animations are stored in xpr files - not yet researched this feature
  • this engine has ability to disable bone translation for particular animation - it is not supported by psa format, so animations will be exported incorrectly (possibly I will extend psk format so my importer will correctly load such animations, but this will not be compatible with UnrealEd :()

Static meshes will be supported later.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on February 07, 2010, 20:10
Holy crap!

Gildor thank you very much for your time on this!  You are awesome and i will donate again when i get a chance.

On the .psa issue...is it possible just to export to md5? I guess i will check it out and see.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on February 10, 2010, 23:10
Yeah looks like there is still issues with exporting the anims...in either psa or md5 format.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on February 11, 2010, 12:21
What's wrong?


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on February 12, 2010, 04:38
Here is my log file from umodel:

Code:
******** K_Female.ukx ********

External animations in LA_Specific
External animations in DV_Specific
External animations in SA_Specific
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'Female_Common' <- Main


******** K_Male.ukx ********

External animations in RD_Specific
External animations in BR_specific
External animations in MA_specific
External animations in SO_specific
External animations in AP_specific
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'male_common' <- Main


******** K_Nali_Slaughter.ukx ********

External animations in Nali_Slaughter

******** K_Skaarj.ukx ********

External animations in RA_Specific
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'Skaarj_Common' <- Main


******** K_Weapons.ukx ********

External animations in HandsNM_RW
External animations in HandsLauren_RW
External animations in HandsLiandri_RW
External animations in HandsSK_RW
External animations in RWeapLiandri
External animations in ShockRifle
External animations in RWeapNakhti
External animations in Razorjack
External animations in HandsGorge_RW
External animations in RocketLauncher
External animations in RWeapTerran
External animations in FlakCannon
External animations in HandsMalcolm_RW
External animations in SniperRifle
External animations in GrenadeLauncher
External animations in Minigun
External animations in HandsNM_SR
External animations in HandsSK_XR
External animations in HandsNM_XR
External animations in RWeapTerran_Gorge
External animations in HandsLiandri_XR
External animations in HandsSK_SR
External animations in RWeapTerran_Malcolm
External animations in HandsLiandri_SR
ERROR: assertion failed: index >= 0 && index < DataCount

GetBonePosition <- ExportObject:MeshAnimation'RWeapSkaarj' <- Main


The only package that seems to export a full set of animations correctly is K_Nali.ukx but when i load into 3ds max with ActorX importer i get this:

(http://i681.photobucket.com/albums/vv177/urPackage/Error1.jpg)

Seems like the anims are not mapping correctly to the skeleton :(


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on February 12, 2010, 12:28
I will check exporter problems.

Importing is not supported - you should remove translation from bones manually (I don't know how to do that). Read this:
Some Unreal Engine 2X features will not work:
...
  • this engine has ability to disable bone translation for particular animation - it is not supported by psa format, so animations will be exported incorrectly (possibly I will extend psk format so my importer will correctly load such animations, but this will not be compatible with UnrealEd :()
Psa and md5anim are both incompatible with animations without translation. I need to extend psa format and max importer in order to support such engine feature :(


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on February 12, 2010, 21:37
Ok thanks for clearing that up for me Gildor :)

If you could update your importer to load these animations that would be great!


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on February 22, 2010, 19:13
I have finished UC2 animation support. Now umodel can load animations from xpr files (indirectly - these files are used by ukx). You may attach different animation sets in a viewer using Ctrl+A keys (as for UE3-based games).

A few notes about UC2 StaticMeshes. Umodel will load them without errors, but meshes will be "empty" - that's because UC2 has moved vertex data to xpr files (like textures and animations). I've made searching and loading of necessary data blocks from xpr, I have updated xpr support, I have made a lot of research (spent about 1 month - it's too much for a single game). But there are 2 problems:
  • most static meshes (from XboxStaticMeshes directory) has no corrsponding data inside xpr - probably these data are inside .lin-files, I don't know (lin is not a package, so umodel will not load it)
  • data blocks which umodel found has strange layout - I cannot realize how to use it

So, I've decided to stop UC2 static mesh research. Probably I will continue this research later, but not now.

Sorry.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: urPackage on February 23, 2010, 05:25
That is a bummer but you did all you could :(

I wish i knew enough about bone translation to actually export the anims out.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on February 23, 2010, 12:16
Anims will be exported slightly later.
I cannot export anims in psa format - it is not suitable for such kind of anims. But if I'll modify psa format - it will not be imported into UnrealEd (it will crash). So, I need 2 different formats ...


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on July 23, 2010, 19:47
Sorry for long time without progress in this thread ...
I have published new umodel and Actor X Importer which allows you to use "extended Actor X format" (my own development) to transfer animation data from Unreal Championship 2 to 3ds Max.

http://www.gildor.org/smf/index.php/topic,228.msg4846.html#msg4846

To extract animations in psax format use extra switch "-pskx". Meshes will also have pskx extension, but really these meshes will be exactly the same as "psk" meshes.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: cr4zyw3ld3r on March 26, 2012, 09:22
gildor sorry about the bump, but have you had any time to work more on the mesh issues or are they fixed as of the latest updates to UE viewer for Unreal Engine 2x???


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on March 26, 2012, 09:26
No, I have no idea how to fix some problems with this game (static meshes and some missing textures).


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: cr4zyw3ld3r on March 27, 2012, 03:17
would more game files help you?  that is if you were to take this task up again


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on March 27, 2012, 08:02
No, I have everything from this game.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: cr4zyw3ld3r on March 27, 2012, 22:14
gotcha, I wish epic had released more engine details to the public, I am sure then the progress would be easier :(


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on March 28, 2012, 08:01
There is no reason for them to do so.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: invisibleman on May 26, 2012, 23:32
Hi people! Can somebody tall me how to import exported SkeletalMesh into 3DS Max via Actor X script ?
Error appear when i try do it ( http://narod.ru/disk/50639640001.dcc7d28c1800120f4babdfa092453a43/importerror.jpg.html )  :'(

May be somebody can upload exported/imported models from this game , i'll be hapy  :D

Sory for my English.


----------------------------

Ещё раз и по русски:

Товарищи! Помогите/объясните/покажите как импортнуть скелетую модельку в Макс , мучаюсь целый день, не выходит... плюётсья ошибкой и всё...
Может я чего-то не так экспортнул, читал-перечитал всё... При экспорте ничего такого не пишет, и файлы вроде все есть потом, но вот Raiden_body.psk импортироваться не хочет (да и все остальные так же само :( ). Пробовал через md5 - импортируеться один скелет, да и тот корявый какой-то, но анимация на него ложиться.

Помогите, люди добрые!

Буду просто счастлив, если кто-то выложит эти модельки в удобоваримом виде. Конечная цель: получить отдельные *.max для каждой из анимаций.

P.S. Gildor is the MAN !


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on May 27, 2012, 09:49
Try to place exported files somewhere more near to the root of drive D:, and avoid using spaces in directory names.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: invisibleman on May 28, 2012, 00:34
I tryed use short path like C:\uc2\.... but nothing changed :(
Will try use another game for my work.
Sory for throuble, and sory for my English.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on May 28, 2012, 08:39
Show me the error again.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: invisibleman on May 29, 2012, 14:49
The error message is very simple:
"
  MAXScript

  Error loading file D:\umodel_res\K_Male\SkeletalMesh\Raiden_body.psk
"

P.S. Brandnew Boy ( the game for iOS is supported :) whith UE Viewer  http://rutracker.org/forum/viewtopic.php?t=4037993 )
P.S.2 Batman Arkham City Lockdown ( the game for iOS) supported to :)  http://rutracker.org/forum/viewtopic.php?t=4016478


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on May 29, 2012, 14:52
Probably there is something wrong with Raiden_body.psk?
Could you open MaxScript listener window (F11 key) and show me the contents of this window after error?


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: invisibleman on May 29, 2012, 15:12
I try many other files... :(  No results

May be a export it from UC2 not right...

Oh, I forgot to shot of script-error, sory. Later I do this and send the link.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: cr4zyw3ld3r on February 07, 2013, 10:56
Have you tried opening the mesh WIthout the.  .psk extension  ???


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: AlCapowned on March 11, 2013, 04:59
I'm sure that I'm doing something wrong, but when I try to view Unreal Championship 2 meshes, I can't see them at all. The model information appears, but the models themselves don't appear like in the gallery. When I import the meshes into SkelEdit, I can only see the skeletons. 


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on March 11, 2013, 08:51
I've made some fixes, please try the new umodel.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: AlCapowned on March 11, 2013, 17:27
Whatever you did worked. Thank you very much!


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: cr4zyw3ld3r on August 18, 2013, 21:05
seconded  ;D   Gildor thank you so much!!!


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on September 22, 2013, 12:39
Any idea about SM format? I can deserialize the whole export table, but don't know how to convert this data in to a regular SM format.
Tried in BUF, but no luck... Here is a simple plane data dump. (http://forums.beyondunreal.com/showpost.php?p=2592306&postcount=9)


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on September 22, 2013, 12:50
No idea. Spent a lot of days trying to figure it out and completely stuck. Don't remember the details though.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: warrantyvoider on September 22, 2013, 21:22
maybe this helps: http://me3explorer.freeforums.org/done-research-static-meshes-t51.html I think you could make it fitting to your code

greetz WV


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on September 22, 2013, 21:30
UE2X uses absolutely different way to store mesh data, it looks different from everything I know.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on July 14, 2014, 15:03
UE2X uses absolutely different way to store mesh data, it looks different from everything I know.
Sorry to bother you again, but I have an idea ... As I stated before, I can decompile SM, but don't know what to do with this data. Since you have made support for SKM, then maybe I can find some similarity in structure between SK and SKM. So my question is: can you tell me how you decode UC2 SKM data (Points, Tri, UVs, MatID etc.)?


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on July 14, 2014, 22:02
Umodel is looking for corresponding data in .xpr files. Unfortunately I didn't find any similar place for static meshes, despite I spent huge amount of time on this game.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on July 15, 2014, 01:04
Yeah, I know, I know ... Question was about the calculations. You see, I have six floats - I've checked, they are two points in 3D space, but there is a possibility that UVs and MatID is merged with the floats. Something like: X with U, Y with V, Z with ID.
Some engines uses a shifting for such calculations - any idea ..?


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on July 15, 2014, 10:23
I've just re-checked the code, it looks like xpr is used for StaticMesh and Animation, but not for SkeletalMesh. And I see no special code which converts mesh from UC2 format to standard.
I think you've found "streaming" array, which contains mixed vertex, uv and skinning data. Umodel doesn't interpret that data, so I can't help you with it.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on July 16, 2014, 15:36
So, you will not give me the UC2 SKM format and not explain how to convert its data to .psk?  ???


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on July 16, 2014, 16:05
What's the goal of your project? Umodel already does all conversions, isn't it enough?

I've already provided umodel's source code to a number of people, while (slowly) sorting problems described in this thread (/smf/index.php/topic,12.0.html).


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on July 16, 2014, 17:18
Well, I'm writing UC2 decompiler (unreal script and stuff ...) and I'm stuck on SM ( SKM to do ).

As I said before:
... I can deserialize the whole export table, but don't know how to convert SM data in to a regular SM format.
Tried in BUF, but no luck... Here is a simple plane data dump. (http://forums.beyondunreal.com/showpost.php?p=2592306&postcount=9)
So, my idea is: maybe if I know the SKM format and (if is different from the regular SKM) how to convert it to a regular SKM, then maybe I can find my way out.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on July 22, 2014, 23:51
Small update:
I checked Umodel and its seams that you have found (there are some misleadings ...) all data needed for the static mesh so what was the problem?

Anyway, thanks for pointing me in the right direction ...  ;D

BTW: You know Structorian app? I'm using it for RE ...


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on July 23, 2014, 10:28
Yes, I've found them. But these data are missing in my UC2 distribution, so perhaps I'm wrong.
I'm using IDA Pro for reverse engineering.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on July 23, 2014, 13:38
I'm using IDA too, but with serialised package Structorian do the job much faster / easier.
Anyway, thanks again.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Jnx on March 17, 2015, 22:10
Is the work on decompiling the UC2 StaticMeshes been completely stopped?

I've been searching high and low without any luck, no one seems to have this figured out yet.
This game is a masterpiece and I've been dying to get my hands on the game assets and been lurking around the forums for several years now. Too bad I have no clue on how to reverse engineer files. (Not a programmer) :D

I'd be more than willing to buy you lunch and a cold pint if this works out in the end!


It's been a long time, so I can provide you with the files if needed.



Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on March 17, 2015, 22:12
I was stuck with getting data for StaticMesh. I've found data for SkeletalMesh, Animation, Texture objects - but no luck with StaticMesh ...


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on September 28, 2015, 03:10
Just one quick question: You know how to read / export textures with format ARGB from XPR package? I know about DXT1,3,5 but the fourth format I'm simply guessing. Tried u8888 - it doesn't work.

Side question: Each texture package has two additional packages: one with _pb.xpr, second with _uma.xpr extension - you know the contents of those packages?


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on September 28, 2015, 09:22
Sorry, but I don't remember. If UModel can open these files - then yes :) Just check the UModel source, all information is there. Of course you may ask any questions about particular parts of the source, I'll try to answer.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on September 28, 2015, 11:30
Checked the source, but found only scraps of information on _pb.xpr - nothing I didn't know - on _uma.xpr there is nothing.
As for the texture pixel format: GetTextureData suppose to decode it, but I can't find the way how do you process ETextureFormat - there is only default assignment. Can you help me with this?

Ps: I might be wrong, but why artificially you're setting the size of the textures? In UC2 textures has no mipmaps. just additional data behind its data.

I'm not using Umodel anymore, but your project is truly remarkable ... and still kicking. :D


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on September 28, 2015, 11:36
Checked the source, but found only scraps of information on _pb.xpr - nothing I didn't know - on _uma.xpr there is nothing.
As for the texture pixel format: GetTextureData suppose to decode it, but I can't find the way how do you process ETextureFormat - there is only default assignment. Can you help me with this?
UTexture::GetTextureData is a long function, it has "switch (Format)" section for UE1 and UE2. What's wrong there?
Quote
I might be wrong, but why artificially you're setting the size of the textures?
Where?


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on September 28, 2015, 14:58
UTexture::GetTextureData is a long function, it has "switch (Format)" section for UE1 and UE2. What's wrong there?
Yeah, I know about that switch, but your enumerator doesn't match with this in xpr ...

Texture Types:
0x3b   // ARGB (I'm guessing ... Only this format match with the texture data size)
0x0c   // DXT1
0x0d   // DXT1 (one bit alpha - UC2 is not using it)
0x0e   // DXT3
0x0f   // DXT5

So maybe this first texture type isn't dds but some different texture - can be tga ..?


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Gildor on September 28, 2015, 15:13
UModel uses texture metadata from utx files. XPR is just a mipmap container for me. At the moment of UC2 support, there was no information about it, so I "guessed" (some people call it "reverse engineered", but I prefer to use this term for digging in the code) XPR format by myself.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: VendorX on September 29, 2015, 00:12
So I do the same ...
Anyway, thank you for your time.


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: MrRobot76 on October 31, 2020, 15:46
Dang...lol first my luck with SG Worlds and now UC2, gotta love egyptian themed models and cant have them  :lipsrsealed:


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Jnx on January 31, 2023, 00:19
I was stuck with getting data for StaticMesh. I've found data for SkeletalMesh, Animation, Texture objects - but no luck with StaticMesh ...

The PC prototype of Unreal Championship 2 with source code has leaked. Includes editor and all. (Editor allows entire levels to be exported in obj format.)
Maybe it will help you in getting the viewer to fully support all mesh formats?

https://www.runesofwar.net/unreal-championship-2-leaked-pc-how-to/
Leaked build:
- https://archive.org/details/unreal-championship-2-pc
- https://archive.org/details/uc2-2020-leak


Title: Re: Unreal Championship 2 (UE 2X) combatability request
Post by: Jnx on February 01, 2023, 00:37
Trying to export some SkeletalMeshes with animations from UC2 files in GLTF format (ie. hyena_head in K_Male.ukx) silently crashes without any error message on Windows 10. Psk format works, but .gltf is way more user friendly.

Tried just setting the "View / Export object types" to SkeletalMesh and Animation but that did not help.
And for example hitting "Export" from the "Choose a package to open" window on K_Male.ukx does not export animations in the .gltf file, only the model.

In some cases it gives an error:
(https://i.imgur.com/gONLSCR.png)

Attempting to open Animations/K_Female.ukx gives the following error and refuses to open the package at all:
(https://i.imgur.com/80RFf7D.png)