Gildor's Forums

English Forum => Unreal engine 4 => Topic started by: bluestar-60 on May 16, 2019, 21:42



Title: Wild Life
Post by: bluestar-60 on May 16, 2019, 21:42
Hi im trying to grab some animations from Wildlife the game wich is an UE4 4.22(im pretty sure its 4.22 the creator hasnt really said)
Here is a patreon ling to where the info about the game is and can download a public build https://www.patreon.com/adeptussteve

Or here are the animations and games exe in question
https://drive.google.com/open?id=1iAwsHRqck72_9v1kqAJ42KbNPWAUCIwq
And here are the model and skeleton of the character the animations are for
https://drive.google.com/open?id=1elX7vRYFhCD-BHkLTX1S3yk6_GSW2zOp


Im after the flying animations it as for a fun little privet project of mine
When i try to extract any of the animations i get this, so im posting here to see if im just being stupid and i didnt do this correctly or weather umodel isnt working with this particular game

Loading AnimSequence4 A_Maya_BarrelrollLeft from package /Game/Animations/Character/Maya/Flighht/A_Maya_BarrelrollLeft.uasset
Loading Skeleton maya_skMeshD2_Skeleton from package /Game/Meshes/Characters/Maya/maya_skMeshD2_Skeleton.uasset
WARNING: StructProperty "USkeleton::VirtualBoneGuid" was not found
WARNING: ArrayProperty "USkeleton::Sockets" was not found
WARNING: ArrayProperty "USkeleton::SlotGroups" was not found
Full package loaded in 0.3 sec, 1278 allocs, 0.49 MBytes serialized in 25 calls.
Exporting objects ...
Exporting Skeleton maya_skMeshD2_Skeleton to D:/Games/Umodel/UmodelExport/Game/Meshes/Characters/Maya
Memory: allocated 15146462 bytes in 90229 blocks

After this i endup with the skeleton exported but nothing else

All im looking to do is get the flying animations into blender to i can re-target them to my character model i have

Any help would be much appreciated


Title: Re: Help needed
Post by: Juso3D on May 16, 2019, 21:49
Can you send the uasset file and games exe and I can check it out.


Title: Re: Help needed
Post by: bluestar-60 on May 16, 2019, 22:15
Sure thanks for the assist wont be a sec


Title: Re: Help needed
Post by: bluestar-60 on May 16, 2019, 22:21
https://drive.google.com/open?id=1iAwsHRqck72_9v1kqAJ42KbNPWAUCIwq

Here is the character models relivent to the skeleton incase you want to test it
https://drive.google.com/open?id=1elX7vRYFhCD-BHkLTX1S3yk6_GSW2zOp

All im trying to achieve is get the animations into blender so i can re-target them to the character model i have

Thanks

edit sorry Gildor Ill edit the first post better


Title: Re: [Wildlife the game] Help needed with exporting some animations
Post by: Juso3D on May 16, 2019, 22:33
Need uassets of character models also, not psk/gltf.


Title: Re: [Wildlife the game] Help needed with exporting some animations
Post by: Juso3D on May 16, 2019, 22:42
Animations are working, however the full detail character is all mess up on both file formats, engine is 4.22 also.

(http://i.imgur.com/fwV1MYBl.png) (https://imgur.com/fwV1MYB)


Title: Re: Wild Life
Post by: bluestar-60 on May 16, 2019, 23:45
I dont need the model working as im not going to use it ill be re targeting another model
So what was i doing wrong to get the animations working?

I can still send the character uasset if you still need it?


Title: Re: Wild Life
Post by: bluestar-60 on May 17, 2019, 00:19
Uassets of the character model
https://drive.google.com/open?id=1v1vE4ePkRQwi0gIbmBmNXDQHxM_0y9Fa


Title: Re: Wild Life
Post by: Juso3D on May 17, 2019, 09:11
They seem to work here, models work better in 3ds max with a few issues here and there, but Blender they get scrambled, however all the animations that you want are working besides the additives ones which uModel doesn't support currently anyways.




Title: Re: Wild Life
Post by: bluestar-60 on May 17, 2019, 15:22
Cool are you able to send me the blend with all the anims in, the model as i say im not using so its issues dont matter to me, i just couldnt get the animations into blender

thankyou for your help :)


Title: Re: Wild Life
Post by: Juso3D on May 17, 2019, 15:29
You better off finding the issue you have, do you have the befzz importer not the standard Blender one for psk files?


Title: Re: Wild Life
Post by: bluestar-60 on May 18, 2019, 00:21
My issue is i cant export the animations to psk, when i try to export them i get the error shown in the first post thats why im posting here. Did you export them with no issue?
 im able to get the models to export fine but it errors out and dose not export the animations for me


Title: Re: Wild Life
Post by: Juso3D on May 18, 2019, 11:16
Yes can export them easily not sure why you have error.


Title: Re: Wild Life
Post by: bluestar-60 on May 18, 2019, 14:53
See thats where im stuck, iv looked at 9 tutorials for umodel so i know im doing correctly
but yer i get that error every time so im unable to move past this point. been at for 2 weeks so to hear you can do it with no issue is extremely frustrating. Yes i normally want to learn how to do things my self so i can easily do what i need and not rely on other people but there is a limit to where i just stop caring and iv defiantly reached that limit on this one

If you could send the blend or the extracted psk, i just want to move on at this point
unless someone cant tell me why im erroring out and how to fix it im kind of over it lol
i know everyone reach this point with computer based issue at some point :P


Title: Re: Wild Life
Post by: Juso3D on May 18, 2019, 18:14
You should be able to load them also already, the files you sent already have the .psa included in the character model folder, which is where animations are stored in once extracted.


Title: Re: Wild Life
Post by: bluestar-60 on May 18, 2019, 19:02
-_- so thats where i was going wrong i was expecting the animations to be separate files and there not
for the love of god i bet there's common knowledge as well

Thanks for being patient with me i have the anims in blender now
Thankyou :D


Title: Re: Wild Life
Post by: Juso3D on May 18, 2019, 21:01
Yes if you load all animations in uModel it will extract them out in one single file, if you want only one animation per .psa you have to manually export each one out.


Title: Re: Wild Life
Post by: LulzDuMaxima on August 20, 2023, 03:09
Not for do necropost, but the game data cannot be view with umodel anymore.
I even extract all the data of the .pak for see if it was protect but still it doesn't load a single model with the latest build of Umodel.

One model example of how it is encrypted now.

https://mega.nz/file/tvpDSJbR#3zy4KaFoL8IEpDByY3M343sXXeZfFQhDEcPorwX5tqE


Title: Re: Wild Life
Post by: GDL on August 20, 2023, 04:24
Not for do necropost, but the game data cannot be view with umodel anymore.
I even extract all the data of the .pak for see if it was protect but still it doesn't load a single model with the latest build of Umodel.

One model example of how it is encrypted now.

https://mega.nz/file/tvpDSJbR#3zy4KaFoL8IEpDByY3M343sXXeZfFQhDEcPorwX5tqE

This game uses UE5.2 and is not even encrypted with a custom format or AES key, just use the v5 umodel from this topic:

https://www.gildor.org/smf/index.php/topic,7906.0.html


Title: Re: Wild Life
Post by: LulzDuMaxima on August 20, 2023, 16:47
This game uses UE5.2 and is not even encrypted with a custom format or AES key, just use the v5 umodel from this topic:

https://www.gildor.org/smf/index.php/topic,7906.0.html
Thanks! that did the trick! I didn't know they had a separate build for U5.


Title: Re: Wild Life
Post by: GDL on August 21, 2023, 01:40
This game uses UE5.2 and is not even encrypted with a custom format or AES key, just use the v5 umodel from this topic:

https://www.gildor.org/smf/index.php/topic,7906.0.html
Thanks! that did the trick! I didn't know they had a separate build for U5.

Spiritovod is kind a genius and he has come up with a bunch of different versions of ueviewer for different UEx.x variants per game(s), I only wish someone would put all of them in a single repository to keep better track or all of them  :wink:


Title: Re: Wild Life
Post by: spiritovod on April 12, 2024, 22:23
@GDL: Sorry for necro-reply, but actually it wouldn't be very convenient, as a lot of custom builds has certain specifics or limitations, which are explained in respective game topics. Which mean even if you have, for example, a shared google drive folder with all builds, it would be better to start with game topic, where a specific build is mentioned and linked, for possible details about build(s) usage. Also, some of them could be already outdated or merged into more general build(s) as separate override - and it's like this now, I still have around 10-15 games, which can be incorporated as overrides, but still shared as separate builds from when I only started doing things back in ~2021 in quick manner (and a few are still shared despite them already being merged as overrides).

I understand that current approach with 100500 various builds is not convenient for some people (and very inconvenient for some others), it's just choose between quick but ugly solutions for many things, or slow but polished solutions for a few things. And I choosed the first one, due to personal reasons among other things.