Gildor's Forums

English Forum => Unreal engine 4 => Topic started by: Pox911 on October 19, 2018, 19:27



Title: SoulCalibur 6
Post by: Pox911 on October 19, 2018, 19:27
(https://i.imgur.com/AXIt6yp.png)

aes key is QyNTD(BsaNlg_)q2uO96blfz%tNCy#.gKo*y7JpYe6U(TL,M#~88Pkqs/l0~x,gc

Using 4.17 will let you load everything nicely. Although the animations are probably stored differently since doing a scan for them doesnt seem to pull them for anything but misc props like gates.


Title: Re: SoulCalibur 6
Post by: Gildor on October 19, 2018, 19:56
Thanks, added this game to the table.


Title: Re: SoulCalibur 6
Post by: Pox911 on October 19, 2018, 23:35
The skeletons for the characters seem to export at 1/10th the size but that is easily fixable in the 3d editor of choice.


Title: Re: SoulCalibur 6
Post by: TerryXX on October 20, 2018, 05:25
Hi guys, I found this problem with the material they seem to be ordered randomly, if you can also check to see if the problem is mine or not, thx.
https://imgur.com/a/vCoduTO (https://imgur.com/a/vCoduTO)


Title: Re: SoulCalibur 6
Post by: chengkeng1987 on October 20, 2018, 06:57
Its skeleton and Tekken7 have almost the same problem and it seems very difficult to solve.
How many fund Could solve the problem of character animation of SoulCalibur 6 and iron Tekken 7 please?


Title: Re: SoulCalibur 6
Post by: Gildor on October 20, 2018, 11:48
Hi guys, I found this problem with the material they seem to be ordered randomly, if you can also check to see if the problem is mine or not, thx.
https://imgur.com/a/vCoduTO (https://imgur.com/a/vCoduTO)
Ask devs why did they name materials so strange :)
Its skeleton and Tekken7 have almost the same problem and it seems very difficult to solve.
Yes, I suppose this is the problem in my todo list - https://trello.com/c/GqgldLy2/126-mesh-translation-rotation-scale


Title: Re: SoulCalibur 6
Post by: toff on October 20, 2018, 17:37
so it appears that the r_all is exported as pskx :'(,  what's the best tool to import it into blender?


Title: Re: SoulCalibur 6
Post by: Gildor on October 20, 2018, 17:40
Check this thread:
http://www.gildor.org/smf/index.php/topic,6281.0.html


Title: Re: SoulCalibur 6
Post by: Darko on October 20, 2018, 19:34
The skeletons for the characters seem to export at 1/10th the size but that is easily fixable in the 3d editor of choice.

It's not 1/10th the size of the model because if you scale the skeleton ten times, the skeleton does not fit the model exactly.


Title: Re: SoulCalibur 6
Post by: chengkeng1987 on October 20, 2018, 23:46
Hi guys, I found this problem with the material they seem to be ordered randomly, if you can also check to see if the problem is mine or not, thx.
https://imgur.com/a/vCoduTO (https://imgur.com/a/vCoduTO)
Ask devs why did they name materials so strange :)
Its skeleton and Tekken7 have almost the same problem and it seems very difficult to solve.
Yes, I suppose this is the problem in my todo list - https://trello.com/c/GqgldLy2/126-mesh-translation-rotation-scale
Thank you so much. :)


Title: Re: SoulCalibur 6
Post by: joeyq on October 21, 2018, 00:53
Main characters in folder SoulcaliburVI/Content/Chara
001: Heishiro Mitsurugi
002: Seong Mi-na
003: Taki
004: Maxi
005: Voldo
006: Sophitia Alexandra
007: Siegfried
00b: Isabella "Ivy" Valentine
00c: Kilik
00d: Chai Xianghua
00f: Yoshimitsu
011: Nightmare
012: Astaroth
013: Inferno
014: Cervantes de León
015: Raphael Sorel
016: Talim
023: Tira
024: Zasalamel
062: Grøh
064: Azwel
065: Geralt of Rivia
066: Lizardman aka Aeon_Calcos

Thanks Gildor for this awesome tool! Also could you set "Anim" in the UE Viewer Compatibility Table to "No" because animations are like Tekken 7 not found yet and I was hopeful to get the animations of Soul Calibur series like forever since Soul Calibur 4 ten years ago and nobody has cracked that yet, only meshes and textures. Hopefully someone will find them in the future...

Edit:
How do you extract sound from .pak, for example "SoulcaliburVI/Content/Demo/DEM_CHR_00b_010_A/Sound/E_VO_CHR_00B_A.uasset" (Isabella Ivy Valentine english voice)?
I exported via Tools > Save Selected Packages and here's a link to sample of audio files:
https://www99.zippyshare.com/v/7EXePgwH/file.html


Title: Re: SoulCalibur 6
Post by: toff on October 21, 2018, 01:03
Check this thread:
http://www.gildor.org/smf/index.php/topic,6281.0.html
ok, thanks


Title: Re: SoulCalibur 6
Post by: MarioSonicU on October 21, 2018, 04:01
Using 4.17 will let you load everything nicely. Although the animations are probably stored differently since doing a scan for them doesnt seem to pull them for anything but misc props like gates.
Also could you set "Anim" in the UE Viewer Compatibility Table to "No" because animations are like Tekken 7 not found yet and I was hopeful to get the animations of Soul Calibur series like forever since Soul Calibur 4 ten years ago and nobody has cracked that yet, only meshes and textures. Hopefully someone will find them in the future...
Actually if you extract the pak with quickbms, then you will see that the animations are actually .mot flies.


Title: Re: SoulCalibur 6
Post by: Gildor on October 21, 2018, 12:19
New umodel now should properly work with scaled skeletons.


Title: Re: SoulCalibur 6
Post by: joeyq on October 21, 2018, 16:40
Using 4.17 will let you load everything nicely. Although the animations are probably stored differently since doing a scan for them doesnt seem to pull them for anything but misc props like gates.
Also could you set "Anim" in the UE Viewer Compatibility Table to "No" because animations are like Tekken 7 not found yet and I was hopeful to get the animations of Soul Calibur series like forever since Soul Calibur 4 ten years ago and nobody has cracked that yet, only meshes and textures. Hopefully someone will find them in the future...
Actually if you extract the pak with quickbms, then you will see that the animations are actually .mot flies.

You are right, but "Anim" in UE Viewer Compatibility Table should still be set to "No" because umodel itself does not support animations in the viewer.
Fingers crossed if somebody can get animations from .mot files

New umodel now should properly work with scaled skeletons.

Unfortunately no, I only found 4 models where they where scaled 100% correctly, but most bones fit much better in stead of 1/10 scale. the problem area in most of the models is the hands (probably because of bones like HAND_L_SCALE__group).
If you don't have models and want samples I'll send them privately to you if you want Gildor.


Title: Re: SoulCalibur 6
Post by: Gildor on October 21, 2018, 16:46
You are right, but "Anim" in UE Viewer Compatibility Table should still be set to "No" because umodel itself does not support animations in the viewer.
It was changed a few hours ago, there's "no" in animation column for this game.
Quote
Unfortunately no, I only found 4 models where they where scaled 100% correctly, but most bones fit much better in stead of 1/10 scale. the problem area in most of the models is the hands (probably because of bones like HAND_L_SCALE__group).
If you don't have models and want samples I'll send them privately to you if you want Gildor.
Send me a pair of samples (mesh + skeleton). I'll check if this is a bug in umodel, or something non-standard with a game, etc.


Title: Re: SoulCalibur 6
Post by: joeyq on October 21, 2018, 18:14
You are right, but "Anim" in UE Viewer Compatibility Table should still be set to "No" because umodel itself does not support animations in the viewer.
It was changed a few hours ago, there's "no" in animation column for this game.
Quote
Unfortunately no, I only found 4 models where they where scaled 100% correctly, but most bones fit much better in stead of 1/10 scale. the problem area in most of the models is the hands (probably because of bones like HAND_L_SCALE__group).
If you don't have models and want samples I'll send them privately to you if you want Gildor.
Send me a pair of samples (mesh + skeleton). I'll check if this is a bug in umodel, or something non-standard with a game, etc.

I have send you a pm with link to sample files.
By the way, do you know how to extract the audio files from the sample I posted in my first post?


Title: Re: SoulCalibur 6
Post by: Gildor on October 21, 2018, 18:28
1. I've checked skeletal meshes and see no problems there. Do you have any troubles animating these models in 3ds Max?
2. Audio files contains some custom sound object which doesn't exist in UE4. I see it contains some binary data inside, so probably there's some wave data inside, however it doesn't have any known sound header, so I can't recognize it.


Title: Re: SoulCalibur 6
Post by: joeyq on October 21, 2018, 19:11
1. I've checked skeletal meshes and see no problems there. Do you have any troubles animating these models in 3ds Max?
2. Audio files contains some custom sound object which doesn't exist in UE4. I see it contains some binary data inside, so probably there's some wave data inside, however it doesn't have any known sound header, so I can't recognize it.

1. Only r_all_001, r_all_006, r_all_007, r_all_00c seem correct. i've checked dozens of models (not included in the samples I sent you, just a few) and all of them have hands that are incorrect or whole upperbody that are incorrect. Please take a closer look at for example r_all_004 and r_all_00b arms and hands.
(https://i.imgur.com/HhgIRiK.gif)


2. Bummer, probably format like cryengine adx which i think they used in the past.


Title: Re: SoulCalibur 6
Post by: Gildor on October 21, 2018, 19:54
re: skeleton. I'll ask you again: did you try to animate or pose these models in Max? Bone is just a coordinate system, and it may be represented in various ways. I'm drawing lines between these coordinate systems. Max displays some shapes. Some system displays 3-color axis. Words "looks incorrect" doesn't mean that it will work[/n] incorrect.

This line may be anywhere, it doesn't matter. In general they're inside the object, and I see it's nearly inside here. Everything else depends on animation - it may have adjustments if rotation will break mesh shape.


Title: Re: SoulCalibur 6
Post by: joeyq on October 21, 2018, 20:36
re: skeleton. I'll ask you again: did you try to animate or pose these models in Max? Bone is just a coordinate system, and it may be represented in various ways. I'm drawing lines between these coordinate systems. Max displays some shapes. Some system displays 3-color axis. Words "looks incorrect" doesn't mean that it will work[/n] incorrect.

This line may be anywhere, it doesn't matter. In general they're inside the object, and I see it's nearly inside here. Everything else depends on animation - it may have adjustments if rotation will break mesh shape.

I am an animator and it is extremely important to have the lines/bones places exactly/approximately where one expects them to be, that is inside the volume they are supposed to rotate the joint. For translation it isn't that important, but 99% of the time bones rotate, especially joints.
If you check other unreal engine 3/4 games you can view skeletal models 99.9% of the time have the bones inside the volume they are supposed to affect or you'll get stretching and tearing.
simple example in blender with r_all_001 and r_all_00b, same bones same animation:
(https://i.imgur.com/F09K6oi.gif)


Title: Re: SoulCalibur 6
Post by: Gildor on October 22, 2018, 14:06
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.


Title: Re: SoulCalibur 6
Post by: TerryXX on October 22, 2018, 22:07
Hi gildor, so I made some other attempts with the new version of umodel but with some textures and meshes its make some error:
Package "006/Texture/nude_r006_body_NORMAL.uasset": wrong name index 1304594863
UnPackage::SerializeFName:pos=000003CF <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'nude_r006_body_NORMAL.nude_r006_body_NORMAL', pos=3CF, ver=513/0 (unversioned), game=ue4.17 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=885

I'll give you some files to see where the problem might be, https://www.dropbox.com/s/4l6t871mune235k/006.rar?dl=0 (https://www.dropbox.com/s/4l6t871mune235k/006.rar?dl=0)


Title: Re: SoulCalibur 6
Post by: TerryXX on October 23, 2018, 17:50
Hi Gildor, so I continued with various tests and the scales of the bones it's wrong in the last version of umodel, in the previous version the scale of bones is correct but the mesh it is not.
https://imgur.com/a/pRfV3S0
If you can adapt the mesh to the skeleton then everything works perfectly, I do not understand why Japanese people must always complicate things, thx again.


Title: Re: SoulCalibur 6
Post by: Gildor on October 23, 2018, 17:53
Hi,
Sorry, I understand nothing in your image.


Title: Re: SoulCalibur 6
Post by: TerryXX on October 23, 2018, 18:02
Importing the psk file from the old version of the umodel you have the correct scale of the skeleton (the lower part of the image is very small) but the mesh is enlarged too much (upper part of the image).


Title: Re: SoulCalibur 6
Post by: Gildor on October 23, 2018, 18:05
Well, and I should download the game and look over all meshes to find which one you're using? :)


Title: Re: SoulCalibur 6
Post by: TerryXX on October 23, 2018, 18:08
No no you in the latest version of the umodel you have scaled the skeleton bones to the mesh, you must do the opposite scales the mesh to the skeleton bones, it's like this for all the files.
Edit: obviously it's just something for modders only, maybe the 3dsmax procedure is not the right one maybe with blender it's another thing, I continue to experiment to understand the workflow.


Title: Re: SoulCalibur 6
Post by: TerryXX on October 24, 2018, 17:22
Ok I have done more experiments and surely there is something that does not work with the position of the skeleton:
https://imgur.com/a/GRdFcYI
I scaled the extracted models with the new version of Umodel and the old one (new version is on red line, the old version is the green) the mesh of both versions they overlap perfectly but instead the skeletons are different, in the second photo you can see the error that comes out using the new version.
The old version of umodel he has the skeleton probably almost right since it does not create big error, but the meshes are not perfectly scaled between them and then there is an empty space between them.
If you want I can prepare some files extracted with both versions of Umodel.


Title: Re: SoulCalibur 6
Post by: toff on October 24, 2018, 17:38
https://media.discordapp.net/attachments/389772602597441539/504648960162660362/database.png?width=400&height=212
https://cdn.discordapp.com/attachments/389772602597441539/504648961337065502/database2.png

hello gildor, turns out the characters are scaled in game, could any of these uasset contain scale file?


Title: Re: SoulCalibur 6
Post by: Gildor on October 25, 2018, 12:59
Hi gildor, so I made some other attempts with the new version of umodel but with some textures and meshes its make some error:
Package "006/Texture/nude_r006_body_NORMAL.uasset": wrong name index 1304594863
UnPackage::SerializeFName:pos=000003CF <- FPropertyTag<< <- CTypeInfo::SerializeUnrealProps <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject:Texture2D'nude_r006_body_NORMAL.nude_r006_body_NORMAL', pos=3CF, ver=513/0 (unversioned), game=ue4.17 <- UObject::EndLoad <- CUmodelApp::ShowPackageUI <- Main:umodel_build=885

I'll give you some files to see where the problem might be, https://www.dropbox.com/s/4l6t871mune235k/006.rar?dl=0 (https://www.dropbox.com/s/4l6t871mune235k/006.rar?dl=0)
I've checked these files. It seems that pak file unpacker which you've used for this game incorrectly unpacked or decrypted some files, so there's garbage inside - and of course umodel crashed with it. So, there's nothing wrong with umodel here, it's your mistake.


Title: Re: SoulCalibur 6
Post by: TerryXX on October 25, 2018, 17:27
Yep I used non "original" files and then he gave that kind of error, now we are trying to understand how they built this game having this character editor particular, makes things very confusing, we are checking to understand how the skeletal bone scales work.
I leave you some files taken with the new and old version of the Umodel, surely you can understand how it works this bone scales https://www.dropbox.com/s/j9bpldidgz61ksd/Gildor.rar?dl=0


Title: Re: SoulCalibur 6
Post by: JohnHudeski on November 05, 2018, 21:20
So i was looking at the .mot files
They are the same file format from SC3 (and I think SC2)
I dont know if anyone has had any luck figuring it out


Code:
// 010 editor template
int a[2]<hidden=true>;
if(a[1] == 0)
{
    FSeek(0);
    int64 count;
}
else
{
    FSeek(0);
    int count;
    int unkn;
}

int offset[count]<bgcolor=cLtGreen>;
typedef struct(int size)
{
    byte data[size];
}Data<optimize=false>;

local int i = 0;
local int size = 0;
local int id = 0;
local int minID = 0;
local int maxID = 0;
local int minSize = 9999999;
local int maxSize = -9999999;
for(i = 0; i < count; i++)
{
    FSeek(offset[i]);
    if(i == count-1)
        size = FileSize() - offset[i];
    else
        size = offset[i+1] - offset[i];

    if( i%2)
        SetBackColor(cLtRed);
    else
        SetBackColor(cLtBlue);

    if(size == 0)
        continue;

    if(size < minSize)
    {
        minSize = size;
        minID = id;
    }
    
    if(size > maxSize)
    {
        maxSize = size;
        maxID = id;
    }


    Data data(size)<optimize=false>;
    id++;
}



I uploaded the smallest animation entry for anyone insterested
Char00.mot file 987


Title: Re: SoulCalibur 6
Post by: fatboyzz on November 11, 2018, 11:15
Hello, I try to load .uasset in ue 4.17.2 but got bunch of warning:

LogLinker: Warning: Failed to read package file summary, the file "***.uasset" is unversioned and we cannot safely load unversioned files in the editor."

Then I got empty folders, nothing is loaded.  :(

These .uasset files are extracted using "tools->save selected packages".
(UModel Compiled Oct 31 2018 (build 896))

And copied into a new blank project.

Thanks for any help.




Title: Re: SoulCalibur 6
Post by: Gildor on November 11, 2018, 11:20
You can't load any UE game assets into editor.


Title: Re: SoulCalibur 6
Post by: fatboyzz on November 11, 2018, 11:40
Thanks for your quick reply.

I wonder if it is possible to load .uassets by adding version information inside .uassets.
Or by changing some settings of ue editor to force the loading process.
Or the error message is misleading and there is simply no way to load .uassets, not some version problem.


Title: Re: SoulCalibur 6
Post by: Gildor on November 11, 2018, 11:43
There's not just missing version information. For many assets like textures, meshes, animations, physics assets, structure of data inside uasset is different. Engine (not just editor) would require major changes to be able to load them. Epic did some work for possibility of Unreal Tournament 4 modding, but this game was frozen more than a year ago (thanks to Fortnite).


Title: Re: SoulCalibur 6
Post by: fatboyzz on November 11, 2018, 12:00
So basically the process for making mods(changing meshes and textures) of this game

1) .pak -> UModel -> .psk
2) .psk -> blender -> .fbx
3) .fbx -> UE4 editor -> .uassets
4) .uassets -> UnrealPak.exe -> .pak
5) put .pak back and hope everything link correctly.  :'(

Thanks again for stopping me keep searching .uasset version things.


Title: Re: SoulCalibur 6
Post by: Gildor on November 11, 2018, 12:07
Yes.
5) put .pak back and hope everything link correctly.  :'(
This is the last and hardest thing. If is quite possible that game will reject your files, and you won't know why - names of assets are incorrect, you picked a wrong engine, game uses some customization of the engine which aren't compatible with standard engine, or simply game verifies file checksums and rejects any modifications.


Title: Re: SoulCalibur 6
Post by: gigabuster92 on November 11, 2018, 18:48
@Gildor
Could you check the scale of hand bones of soul calibur 6,It seems that hand bones are much smaller than the hand model(this issue happens to every character)
I'm using the latest version of umodel of course
(https://i.imgur.com/693fTm9.png)

And here is how the hand would look like in game using extracted model:
(https://i.imgur.com/VN3BERW.png)


I sent you some the sample files,one of it is the original uasset and the other is the psk and fbx I convert from that uasset
https://www.mediafire.com/file/67dm5lb5yhltlxe/sample.rar/file

Once agains thank for reading this


Title: Re: SoulCalibur 6
Post by: Gildor on November 11, 2018, 19:33
@Gildor
Could you check the scale of hand bones of soul calibur 6,It seems that hand bones are much smaller than the hand model(this issue happens to every character)
I'm using the latest version of umodel of course
Did you try moving bones in 3d editor (Max, Blender etc)?


Title: Re: SoulCalibur 6
Post by: gigabuster92 on November 11, 2018, 20:01

Did you try moving bones in 3d editor (Max, Blender etc)?
I did try to move the bone in blender
However,I still use the original skeleton file of the game so moving bones doesn’t change anything
About the issue,I guess the arm part has different scaling compare to ither bone part


Title: Re: SoulCalibur 6
Post by: Gildor on November 11, 2018, 22:32
I did try to move the bone in blender
Can you show me how "original" and "new" skeleton look like in Max/Blender? And what "original skeleton" is?


Title: Re: SoulCalibur 6
Post by: gigabuster92 on November 12, 2018, 01:39

Can you show me how "original" and "new" skeleton look like in Max/Blender? And what "original skeleton" is?
Sorry for confuse you
The original skeleton is the original skeleton.uasset which I extract from sc6 paks files
What I mean is when I import my fbx to ue4 it will generate a new skeleton file but after cooking it into uasset file I don’t use that skeleton.uasset,instead I pack my mod into paks with the original skeleton.uasset which I extract from the game paks file.That’s why what I change in fbx skeleton won’t matter because I don’t use the new skeleton(It is only used for reference when I cook in ue4)

The sample files I send you in the previous post contains the skeleton and model.uasset which I extract from Soul Calibur 6


Title: Re: SoulCalibur 6
Post by: Gildor on November 12, 2018, 10:53
So, the question is exactly about MODDING? There's no bug in umodel etc?


Title: Re: SoulCalibur 6
Post by: gigabuster92 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.


Title: Re: SoulCalibur 6
Post by: Gildor 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.


Title: Re: SoulCalibur 6
Post by: TSelman61G 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?


Title: Re: SoulCalibur 6
Post by: dracosfire83 on March 06, 2019, 08:44
Worked fine for me last night extracted 100% no problems.


Title: Re: SoulCalibur 6
Post by: Gildor 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.


Title: Re: SoulCalibur 6
Post by: tapir 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))


Title: Re: SoulCalibur 6
Post by: toff 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
 


Title: Re: SoulCalibur 6
Post by: jones45 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.


Title: Re: SoulCalibur 6
Post by: Gildor 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?


Title: Re: SoulCalibur 6
Post by: Gildor 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.


Title: Re: SoulCalibur 6
Post by: Gildor 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.


Title: Re: SoulCalibur 6
Post by: Gildor 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?


Title: Re: SoulCalibur 6
Post by: Gildor 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).


Title: Re: SoulCalibur 6
Post by: Spectator Sly 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.


Title: Re: SoulCalibur 6
Post by: Gildor 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.


Title: Re: SoulCalibur 6
Post by: Spectator Sly on July 05, 2019, 22:20
These were tested and verified using the most recent version of Umodel (22 June, 2019). I generally check the downloads page weekly to see if anything's updated.

I'll ask some others to see if they're using a recent version.


Title: Re: SoulCalibur 6
Post by: Gildor on July 05, 2019, 22:27
I'll need a sample then, I'll see if there's some core UE4 feature which I'm missed. Hopefully this is not "animation retargetting" because I'm not going to support it soon. The sample from the 2nd post is useless because it has incomplete data.


Title: Re: SoulCalibur 6
Post by: Spectator Sly on July 05, 2019, 22:58
Okay, here are the three pieces I used for examples: https://www.dropbox.com/s/qrmj7ma21zona7q/ArmpieceSamples.zip?dl=0

It should include the saved UE4 packages and the exported materials/textures/PSK meshes in the 'Creation' folders.

Let me know if there's something I've missed and/or if you need anything else.


Title: Re: SoulCalibur 6
Post by: Gildor on July 06, 2019, 00:00
I'm checking these hand meshes. It is very hard to say if they has really bad skeleton or not, it entirely depends on animation - which is not usable (as it is custom for this game). I don't see any special data which might affect bone positions. Scales are supported, positions are correct (there's no way to make a mistake there). It is possible that the game retargets animation to a different skeleton. Or animation may be adjusted for distorted skeleton.

Regarding mesh scale. Scale is fully supported: https://trello.com/c/GqgldLy2/126-mesh-translation-rotation-scale
However, NON-UNIFORM scale shouldn't work. If this game uses different scale values over different axes, this simply won't work. It is possible that the bone has scale just for (say) X axis.

However, I've reviewed meshes in debug build of UModel, there's no scales on those meshes, which could be unsupported. So, UModel displays and exports data "as is", exactly what the game has. So I think that probably meshes has bugs themselves (even AAA game artists are not ideal developers, everyone makes mistakes). As I said before, there are many ways of fixing issues in UnrealEd itself, plus they have custom animation system which might have different solution.


Title: Re: SoulCalibur 6
Post by: Spectator Sly on July 06, 2019, 01:07
Hmm, I see... Well, thanks for your insight and analysis on this. For the time being, I'll translate the hand bones on the x-axis back into place and see what that does.

I've talked with a few guys in the SCVI modding scene about it, and they all seem to not bother with any armpiece mods because of this, so I've just found it a bit annoying and wasn't sure what could be the root cause.


Title: Re: SoulCalibur 6
Post by: jones45 on July 31, 2019, 01:13
So, the scale is uniform within each bone, however the scale is not uniform across all bones. If you look here (http://soulcaliburvimods.boards.net/thread/6/bone-scale-notes-courtesy-autumn) you can see some notes about the actual scales of each bone. When these meshes are imported into 3DS Max, they are stated to have a scale of "1.0", which is inaccurate. It's why we have to scale things down by 10, or import at various scales depending on which parts of the skeleton the armor is rigged to, in order to have appropriate scale in game. This creates problems with regard to physics as well as scaling, and we are left to sacrifice one over the other.

I looked at a debug version of umodel. I think there is some error in UnAnim4.ccp where it "Adjust other bones" using "CVT(Transform.Translation).Scale(Scale);" It should set all these bones using the actual scales if you want it to fit the mesh but it doesn't. This is why it looks like it fits but the hands and other stuff are off. If I disable this scale adjustment function I can just manually input all the actual scale data like you linked to and it fits perfectly into the mesh. If this function is fixed it would output a skeleton and mesh that is perfectly skinned with all scales at 1.0.

I haven't tried modding this game but would that mean that the tiny unscaled unajusted skeleton is the correct model that should go back into the game and it you want to adjust it externally you need these debug values?


Title: Re: SoulCalibur 6
Post by: Gildor on July 31, 2019, 11:22
Some information about "debug mode" is available in readme.md. In general, building UModel from VS Code always does debug build.


Title: Re: SoulCalibur 6
Post by: jones45 on August 13, 2019, 00:29
I believe what you are saying is correct, yes. Can you point me in the direction of utilizing umodel in the way you are so that I can access the debug mode and input the correct scale values myself to see? The model should be tiny. It would match up with the rest of the lazy practices that project soul has used-- it's literally just the SCV skeleton with some scaling on it.

Once you get the code running in VS Code you can uncomment "define DEBUG_SKELMESH 1" to see the scale for each bone or write your own print function.

I did try hardcode a few bones in Umodel but I couldn't get it to work. Bones like UPPER_SCALE__group and HAND_L_SCALE__group usually have the same scale across all models. If I could figure out how to hardcode these adjustments the function could be fixed

What I did instead is:
>Exported the unscaled tiny skeleton model into blender from 3dsMax.
>unparent the mesh
>input all the scale values for the bones in pose mode
>apply all the scales
>reparent the mesh with empty groups
This creates a binding with no problems at all. You could write a python script to do this automatically and just copy and paste the scale values umodel prints out into it.


Title: Re: SoulCalibur 6
Post by: Gildor on August 13, 2019, 11:14
I've reviewed how UModel does scaling for UE4 models (just didn't remember things).

There are 2 kinds of "scale" in Unreal. Firstly, the scale of model in 3ds Max or other modeling software. Geometry data in uasset are stored in THIS scale. However designer later may add scale for already imported mesh, which is stored in Skeleton. It allows to adjust bone scales etc. UModel does these adjustments as well, I'm not sure how correct it is - but at least for most games it's ok. The adjustment is done only to ANIMATION, i.e. mesh itself is not changed. BONE scale is applied only to position, geometry itself is not scaled. ROOT BONE scale is applied to a mesh when viewing, it is not exported at all.


Title: Re: SoulCalibur 6
Post by: Dr.Runback on January 01, 2021, 06:02
Quick question

How would one go about ripping a viewing and/or ripping a CAS model for a character using Umodel, UE viewer, etc. I've heard many responses ranging from "It's impossible" to "It only works with [blank] technique" and wanted to get some expert opinions

PS: Ninjaripper + Noesis would be the go-to "have you tried..." answer but I've already tried to use it. It extracts meshes and stuff as .dds files but doesn't seem to be able to combine and compile them


Title: Re: SoulCalibur 6
Post by: SCArkadia on May 02, 2022, 15:44
Main characters in folder SoulcaliburVI/Content/Chara
001: Heishiro Mitsurugi
002: Seong Mi-na
003: Taki
004: Maxi
005: Voldo
006: Sophitia Alexandra
007: Siegfried
00b: Isabella "Ivy" Valentine
00c: Kilik
00d: Chai Xianghua
00f: Yoshimitsu
011: Nightmare
012: Astaroth
013: Inferno
014: Cervantes de León
015: Raphael Sorel
016: Talim
023: Tira
024: Zasalamel
062: Grøh
064: Azwel
065: Geralt of Rivia
066: Lizardman aka Aeon_Calcos

Thanks Gildor for this awesome tool! Also could you set "Anim" in the UE Viewer Compatibility Table to "No" because animations are like Tekken 7 not found yet and I was hopeful to get the animations of Soul Calibur series like forever since Soul Calibur 4 ten years ago and nobody has cracked that yet, only meshes and textures. Hopefully someone will find them in the future...

Edit:
How do you extract sound from .pak, for example "SoulcaliburVI/Content/Demo/DEM_CHR_00b_010_A/Sound/E_VO_CHR_00B_A.uasset" (Isabella Ivy Valentine english voice)?
I exported via Tools > Save Selected Packages and here's a link to sample of audio files:
https://www99.zippyshare.com/v/7EXePgwH/file.html

Thanks for this list mate. Do you happen to know where 2B file is?


Title: Re: SoulCalibur 6
Post by: Seraphim1990 on July 04, 2023, 10:47
Anyone knows how to bake the textures from SC6 or let UE viewer successful export the textures just like how they are presented in game? I was able to extract textures but they are all in grey color.