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Author Topic: Gigantic - Help with exporting animation (UE3 game)  (Read 1909 times)
san
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Gigantic - Help with exporting animation (UE3 game)
« on: May 10, 2017, 18:09 »

Hi,
I am able to export the Skeletal mesh using Umodel. However I am struggling to find the animations. e.g. In the attached screen (DYNPAWN_Warden_SF.upk), it says that the package has Anim data but on exporting I am only getting the PSK and texture files. So fundamental question, if the package contains skel as well as anim data is it possible to extract both PSK and PSA files? I am not able to find specific upk files which only contain animations (like say Blade & Soul)

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Gildor
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Re: Gigantic - Help with exporting animation (UE3 game)
« Reply #1 on: May 10, 2017, 18:18 »

Are you exporting with pressing "Export" button in package list, or by pressing Ctrl+X in a viewer?
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san
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Re: Gigantic - Help with exporting animation (UE3 game)
« Reply #2 on: May 10, 2017, 18:23 »

Ctrl X in the viewer.
I Man I feel like such an idiot, just tried the Export option from the Tool as u suggested instead of Ctrl X and got everything!
Thanks a lot man.
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Gildor
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Re: Gigantic - Help with exporting animation (UE3 game)
« Reply #3 on: May 10, 2017, 18:26 »

Ctrl+X will export only those things which are currently loaded in viewer. In your case, animation is not loaded. You should use Ctrl+A key to find a suitable AnimSet, and then Ctrl+X will work for animation as well. This happens with UE3 games - they don't have any information about which AnimSets belongs to which mesh. UE2 and UE4 doesn't have such problem.
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san
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Re: Gigantic - Help with exporting animation (UE3 game)
« Reply #4 on: May 10, 2017, 18:37 »

Ctrl+X will export only those things which are currently loaded in viewer. In your case, animation is not loaded. You should use Ctrl+A key to find a suitable AnimSet, and then Ctrl+X will work for animation as well. This happens with UE3 games - they don't have any information about which AnimSets belongs to which mesh. UE2 and UE4 doesn't have such problem.
Ah OK that makes sense now. Thanks for the explanation.
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