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Author Topic: SoulCalibur 6  (Read 19799 times)
gigabuster92
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« Reply #45 on: November 12, 2018, 17:21 »

So, the question is exactly about MODDING? There's no bug in umodel etc?
Well to be more precise,I hope you can take a further look at the scale of the bone arm groups (UDE_L,UDE_R,HAND_L_Scale_Group,HAND_R_Scale_Group if you want to know the bone group name)

Kinda like how you check the bone to update the umodel last month

Well, I've checked these models with more depth. They have scales for other bones, not just for root one, and sometimes non-uniform scale (i.e. X=1.5, Y=1, Z=1 etc).
I did an attempt to support these situations, works well in my tests. Please try new umodel.
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Gildor
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« Reply #46 on: November 12, 2018, 17:28 »

I've updated umodel without checking mesh animation. Just did some changes, and someone told "it's good now".
I can't animate a mesh in 3ds Max. Whenever I move/rotate a bone, I've getting moved bone dummies, but without changing a mesh (it remains in bind pose) and even without moving child bones. Awful. I don't remember if I was able to do that years ago, but right now nothing works for me. May be some Max setting, may be new Max behavior, may be I'm doing something wrong - I don't know. In other words, I can't change umodel without verifying new changes, and I can't verify them.
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TSelman61G
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« Reply #47 on: March 06, 2019, 01:36 »

UE Viewer no longer supports SoulCalibur 6. (v1.10 and ALL DLC)

Code:
FFileArchive::OpenFile <- FFileReader::FFileReader:G:\PC Games\Soulcalibur VI\SoulcaliburVI\Content\Paks/pakchunk0-WindowsNoEditor.pak <- MountVFS <- appRegisterGameFile:G:\PC Games\Soulcalibur VI\SoulcaliburVI\Content\Paks/pakchunk0-WindowsNoEditor.pak <- ScanGameDirectory <- appSetRootDirectory:dir=G:\PC Games\Soulcalibur VI\SoulcaliburVI\Content\Paks <- Main:umodel_build=923

What is the problem? Is there any solution?
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dracosfire83
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« Reply #48 on: March 06, 2019, 08:44 »

Worked fine for me last night extracted 100% no problems.
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Gildor
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« Reply #49 on: March 06, 2019, 09:20 »

UE Viewer no longer supports SoulCalibur 6. (v1.10 and ALL DLC)

...

What is the problem? Is there any solution?
The error message means that umodel can't access the file. I've updated umodel so it will show more details about why file can't be opened, you may try it.
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tapir
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« Reply #50 on: March 20, 2019, 23:34 »

UE Viewer no longer supports SoulCalibur 6. (v1.10 and ALL DLC)

...

What is the problem? Is there any solution?
The error message means that umodel can't access the file. I've updated umodel so it will show more details about why file can't be opened, you may try it.

Do you know if it's possible to open/extract custom character models??
How would I do this?

(There have been tools made to extract all the photos used in the game(gallery) and also the custom character pictures (I used these))
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toff
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« Reply #51 on: March 27, 2019, 13:43 »

can anybody confirm whether  umodel still works after the new soul calibur 6 update? TSelman61G's  post made me worried
 
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jones45
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« Reply #52 on: March 27, 2019, 21:26 »

can anybody confirm whether  umodel still works after the new soul calibur 6 update? TSelman61G's  post made me worried
 

It works as well as it did. Still all the scaling problems with the skeletons so it's impossible to extract the models looking like they do in game.
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Gildor
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« Reply #53 on: July 03, 2019, 00:17 »

Does model animated well in UModel? Is it animated well in 3ds Max? Did you play with "translation mode" option in both UModel and Max?
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Gildor
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« Reply #54 on: July 03, 2019, 09:30 »

So, you're picking up some ".mot" files, opening them somewhere, and having scale bugs??
I think you should record some video, it is very hard to understand from your message what you're doing and which problem you have.
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Gildor
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« Reply #55 on: July 03, 2019, 10:35 »

This is a very strange issue. I doubt I can verify it myself, but may be if you'll send some uasset files here (mesh, skeleton) - someone more experienced with exporting/rigging/importing than I could check it.

Also I could check if there's really any exporting problem with skeleton scale.

A question: what did you mean when say "rid model in Max"? I think usually "rigging" means - adding bones. But bones should be ALREADY in the scene.
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Gildor
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« Reply #56 on: July 03, 2019, 19:23 »

There's no skeleton asset here, UModel will not work correctly without it.

Also a question: why skinning already skinned mesh?
« Last Edit: July 03, 2019, 19:25 by Gildor » Logged
Gildor
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« Reply #57 on: July 05, 2019, 10:29 »

Bones are extracted "as is", as they exist in Unreal. If you want to prove a bug, you should show how bones looks in UModel, then - how they looks in Max, after ActorX import, i.e. COMPARE pictures. If you see some strange bone, this don't have to be a bug - this might be some "helper" made by designer, or a bone which is intended to ANOTHER model (which uses the same skeleton).
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Spectator Sly
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« Reply #58 on: July 05, 2019, 21:02 »

Hello and Good Afternoon,

I would like to also concur with there being known issues with the hands' bones, which is visible in both Umodel and 3ds Max.

Here are three examples of hand equipment that exhibit the misaligned bones within Umodel:
https://i.imgur.com/1OOHsYv.png
https://i.imgur.com/R6SGDJw.png
https://i.imgur.com/0lMafDq.png

And then here are the same three examples when imported @ the bone size/mesh scale of 0.103 with the ActorXImporter in 3ds Max (which are the current settings that fit on the models in-game, when combined with an uniform scale of 10.0 in UE4):
https://i.imgur.com/5gyOQjs.png
https://i.imgur.com/655kKNi.png
https://i.imgur.com/QCREpRf.png

Every hand will end up looking something like this in-game, when re-imported:
https://i.imgur.com/d05UYZV.png

Here's a compare and contrast of one of the hand meshes that shows how the bones should be aligned:
Broken:
https://i.imgur.com/4xd4fcO.png
Fixed:
https://i.imgur.com/ZnvVwlY.png
Broken #2:
https://i.imgur.com/kMP1pel.png
Fixed #2:
https://i.imgur.com/1fop8dy.png

I have tried each translation mode to no avail, resulting only in the same issues. As far as I know, there's no way to try out the .mot files yet for animation testing (at least in 3ds Max), so each mesh has no animations loaded up by default. Aside from the hands (and a few other physics issues I'm still trying to pinpoint and test), the skeleton's otherwise working fine for rest of the body.

I've spend the better part of the last three evenings troubleshooting various settings, and now I'm just stumped with what could be causing this. Part of me does think it could be how Project Soul did their rigging.

I'll keep testing to see if I find anything different with other pieces of equipment.
« Last Edit: July 05, 2019, 21:08 by Spectator Sly » Logged
Gildor
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« Reply #59 on: July 05, 2019, 21:15 »

I saw similar issue with bone scale, it has been fixed in UModel at 21.10.2018. Is it possible that you're using OLDER umodel? I should ask that, because it happens quite often - people are using really OLD umodel, and reporting bugs which does not exist in current version.
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