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Author Topic: Final Fantasy VII Rebirth  (Read 32541 times)
spiritovod
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Final Fantasy VII Rebirth
« on: January 25, 2025, 05:27 »

Game: Final Fantasy VII Rebirth (steam page)
UE version: 4.26

Only textures works with the latest umodel build (1590 at the moment). For skeletal meshes and animations use specific build (link, updated) - no special override is required, simply choose proper engine version. For extracting audio see this post.

Static meshes are not supported at the moment, you should disable them at startup screen. Please don't report issues with them.

Update: Animations are partially supported in the updated build, but they don't work properly.
Update 2: Specific build is updated with improved animations handling. Most animations should look correct now.  
Update 3: Specific build is updated to be able to export large HDR textures.
Update 4: Specific build is updated with a fix for some animations.



* Clipboard01.jpg (92.87 KB, 2546x1239 - viewed 2089 times.)
« Last Edit: September 19, 2025, 22:20 by spiritovod » Logged
lologp500
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Re: Final Fantasy VII Rebirth
« Reply #1 on: January 25, 2025, 18:02 »

Thank you very much. We look forward to updates!!! Excellent!!
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #2 on: January 25, 2025, 21:10 »

Animations are somehow parsed now in the updated build. Results are all over the place though, not sure if due to custom acl or custom animations in general.

Also, despite the warning in the first post, you should be able to open normal static meshes - for example, like Signboard_GSInformation_07C or Toy_MakoCanon_01A. But they're rare (probably leftovers from previous game), most static meshes are pre-configured nanite meshes from I understand, which are not supported by umodel in general.

Feel free to report crashes for skeletal meshes and animations.


* Clipboard01.jpg (119.6 KB, 2557x1246 - viewed 545 times.)
« Last Edit: September 19, 2025, 22:11 by spiritovod » Logged
Feristalj
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Re: Final Fantasy VII Rebirth
« Reply #3 on: January 26, 2025, 01:19 »

Hello! Though there are no crashes, the first hting I've noticed is when loading Cloud's animations he starts  at a 90 degree angle this is with all the animations I've tried so far under Battle, and Battle01, heere's an example with his idle animation.


* image_2025-01-25_171914002.png (134.81 KB, 1183x883 - viewed 1022 times.)
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #4 on: January 26, 2025, 05:51 »

@Feristalj: If you mean why on the screenshot in the first post it looks more correct - I just rotated camera in the viewer for better angle. Aside from that it's clearly said in the first post that animations doesn't work properly at the moment.
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Feristalj
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Re: Final Fantasy VII Rebirth
« Reply #5 on: January 26, 2025, 06:25 »

@Feristalj: If you mean why on the screenshot in the first post it looks more correct - I just rotated camera in the viewer for better angle. Aside from that it's clearly said in the first post that animations doesn't work properly at the moment.

Ok yeah! I knew animations wernt working correctly but it was more wondering why your shot looked more correct (though off centered) than mine but that explains it!


Also, don't think too many people say this or you just don't get it enough, but thank you so much for all the hard work you do on all these games, you really help carry this community <3

I'll see if I can make a reported list of crashing animations for you if you still want people to report animations crashing the program.
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #6 on: January 29, 2025, 06:19 »

@Feristalj: Crash reports are always welcome. If you're going to report multiple problem assets at once, it would be better to provide only their names. Though usually you also need to provide full error message, because I don't always have the game in question and it can be just a user error (depends on the game and particular error).

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While I'm looking for proper solution, specific build is updated with a workaround for most generic animations (those from Motion/Player), except for rotating movements. Other animations may look more or less fine too, aside from orientation.
« Last Edit: January 29, 2025, 06:24 by spiritovod » Logged
Skykila
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Re: Final Fantasy VII Rebirth
« Reply #7 on: January 29, 2025, 07:59 »

Animation "End\Content\Motion\Player\PC0002_Tifa\Battle00\B_AAttack01_0.uasset" don't work

Code:
******** Loading object AnimSequence4'B_NAttack01_0.B_NAttack01_0' ********

ERROR: assertion failed: Seq->RawAnimationData.Num() == NumTracks

USkeleton::ConvertAnims: Skel=PC0002_00_Skeleton Anim=B_NAttack01_0 <- UAnimSequence4::PostLoad <- PostLoad: B_NAttack01_0 <- UObject::EndLoad <- LoadWholePackage: /End/Content/Motion/Player/PC0002_Tifa/Battle00/B_NAttack01_0.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1579 based fix1


the problem with rotating movements is adding a strange 90 degree rotation along the X axis. If this rotation is removed, the rotation becomes correct.

« Last Edit: January 29, 2025, 18:32 by Skykila » Logged

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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #8 on: January 29, 2025, 21:39 »

@Skykila: Thanks, somehow I couldn't find native animations before. Native animations (like the mentioned one) should work as well now in the updated build. As for the rest - basically, at least from that I understand, they've compressed animations outside of UE, and axis orientations for all transforms are different from default UE's. Despite that assumption, explicit conversion doesn't produce correct results, like they're post-processed via blueprints of something afterwards. Current workaround is just an approximate guess from actual animations behavior and it's not correct either.
« Last Edit: January 29, 2025, 21:41 by spiritovod » Logged
sharppy2
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Re: Final Fantasy VII Rebirth
« Reply #9 on: January 30, 2025, 00:09 »

Exporting as .psa still gives errors when importing to blender. I found the only way is to do gltf after appending animations to mesh. Tifa's gloves are not here either. Maybe in another file or something.
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Skykila
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Re: Final Fantasy VII Rebirth
« Reply #10 on: January 30, 2025, 08:34 »

@sharppy2, There are no gloves in this model.
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #11 on: January 31, 2025, 16:04 »

@sharppy2: Export to gltf is preferred anyway, since all playable characters has more than 4 weights per bone, which is currently supported only for gltf in umodel. But I've checked and vanilla psk/psa plugin for blender works fine too. Don't really follow development of current psk/psa plugin from DarklightGames, but I guess latest update there is aimed specifically for the game (for original mesh and anims, exported as-is without additional workarounds).
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #12 on: January 31, 2025, 18:41 »

Specific build is updated with another adjustment for animations. All of them are reoriented according to bind pose now, thus they should look more appropriate. Some wonky rotations are still present though, not sure if normalization issue or something else.

Update: All rotations should work properly in the updated build (v3 fix4 or newer). There are still some issues like those with N_Door03_0_1 for Cloud (even though the same animations works properly for other characters).
« Last Edit: January 31, 2025, 20:47 by spiritovod » Logged
meltdown
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Re: Final Fantasy VII Rebirth
« Reply #13 on: February 02, 2025, 03:17 »

Hi and thx everyone involved for your efforts - really appreciated!

Any chance exporting sounds from uasset packages might work as well in the future or would that be completely out of scope?
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allenweisse
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Re: Final Fantasy VII Rebirth
« Reply #14 on: February 02, 2025, 05:52 »

Absolutely phenomenal work. I am looking forward to static mesh support.
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