Gildor's Forums

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 1 
 on: Today at 03:40 
Started by spiritovod - Last post by wans
Following up from CS.RIN (spiritovod asked to continue umodel-related discussion here).

Environment: umodel build 1579 (based fix288, Sep 30) with the lom override; LordMyst_convert v1.3 output (5 utoc + 5 pak) placed together with the original containers, nothing overwritten; AES key passed via -aes=. The setup itself seems fine: the scan reports "Found 442557 game files (57 skipped) in 19676 folders" and almost all packages list and export correctly.

Problem: nearly all character animations fail with "missing Skeleton". Examples:

  /Game/Arts/Character/Animation/AIExportAnimation/A_F_AI_Dance
    -> WARNING: unable to load animation A_F_AI_Dance, missing Skeleton
  /Game/Arts/Character/Animation/LipSync/Main/Vo_*  (several thousand)
  /Game/Arts/Character/Animation/Common/Male/* and Common/Female/*

while other animations export fine, e.g. /Game/Arts/Character/Animation/Animal/Bird/A_Bird_Die.

From the saved packages, the failing animations reference the skeleton object path

  /Game/Arts/Character/Model/Player/Avatar/M_Avatar/SKEL_3C

which does not appear anywhere in the package listing (~355k packages), while the working bird animation references /Game/Arts/Character/Model/Animal/Bird/Bird04/SK_Bird_Skeleton, which is present. This is a live-service build with runtime resource streaming (there is an ~11 GB on-demand resource cache besides the installed containers, and the launcher reports the full game as ~90 GB vs ~74 GB installed), so this skeleton may not exist in the local container set at all.

What we tried:
- Placing a dummy file at .../Paks/C7/Content/Arts/Character/Model/Player/Avatar/M_Avatar/SKEL_3C.uasset: the scan picks it up (442557->442558 files) and the animation loader really tries to load that file (fails with "Wrong package tag" because our dummy is not a real package). So path-based resolution works, we just don't have a valid package to put there.
- CLI -pkg= / -anim= do not attach an external skeleton; the animation resolves by its own import path.

Questions:
1. What is the supported workflow for animations whose referenced USkeleton is absent from the local containers? For games with "dummy bone mesh" skeletons the notes suggest opening the mesh and appending animations - here /Game/Arts/Character/Animation/Player/SK_Base_F is the 370-bone "bone" mesh (its Skeleton property loads as None). Can the GUI "FindAnimations" bind and export these animations via the mesh skeleton without the original USkeleton asset?
2. Is UmodelSaved consulted for import resolution at all? i.e. could a hand-made saved Skeleton package at UmodelSaved/Game/Arts/Character/Model/Player/Avatar/M_Avatar/SKEL_3C.uasset satisfy that import? Our quick test says no (still "missing Skeleton"), but maybe we did it wrong.

Full logs or a saved sample package (A_F_AI_Dance) can be provided if useful. Thanks!

 2 
 on: October 07, 2026, 10:42 
Started by spiritovod - Last post by spiritovod
@rcsinger: If I remember correctly, the game is using wwise audio, which is not supported by umodel. You need to use other tools, like fmodel, but their usage is out of scope of this forum.

 3 
 on: October 06, 2026, 20:19 
Started by spiritovod - Last post by rcsinger
After a little tinkering and watching some other videos I have managed to learn how to load the complete character.

Is it possible to export sound and audio? I have exported audio from other games in the past with umodel but its not seeming to work with this game.

 4 
 on: October 06, 2026, 10:19 
Started by spiritovod - Last post by Kovace
Thank you for responding so fast, you are awesome. i forget this exist and update my old acl_2. also hole cow with the special vr load only 44 animation in the char001 now with this load 888 animation, welp need space and reexport stuff. ty again man

 5 
 on: October 06, 2026, 01:46 
Started by spiritovod - Last post by spiritovod
@Serpicos: Global version from steam is exactly the same as korean and taiwan versions in terms of compatibility with umodel. All three versions are basically the same, except for localization assets (and maybe for some databases).

 6 
 on: October 06, 2026, 01:03 
Started by spiritovod - Last post by spiritovod
@Kovace: Apparently recent game versions are using ACL animations. Support for materials is moved to the respective build and the link to it in the first post is updated accordingly.

Also, as a side effect of recent updates for the build, unicode names for material properties are not displayed correctly in the viewer, but exported properly to prop files.

 7 
 on: October 05, 2026, 20:30 
Started by spiritovod - Last post by Serpicos
Hello guys, with the global release of today on steam, something is changed?

 8 
 on: October 05, 2026, 04:15 
Started by spiritovod - Last post by Kovace
i know this post is old but i come in 2026 to this game and with special umodel have this problem
WARNING: AnimRetargetSources[BaihengNew_SM] has wrong bone count 3832 (should be 3818)WARNING: AnimRetargetSources[Maer_SM] has wrong bone count 3832 (should be 3818)WARNING: AnimRetargetSources[Xibi_SM] has wrong bone count 3832 (should be 3818)******** Loading object SkeletalMeshSocket'Biped_Skeleton.SkeletalMeshSocket_106' ********
*** AnimSequence Haier_Crouch_Stop_LU is not supported, use ACL build for it

 9 
 on: October 02, 2026, 20:15 
Started by Modphex - Last post by Modphex
Oh, that's great and thank you so much, i'll keep those in favorites and it's good to know how the key is managed by Umodel!


Thanks and Greetings! Smiley

 10 
 on: October 02, 2026, 14:56 
Started by Modphex - Last post by spiritovod
@Modphex: You can always find latest versions of specific builds in this topic and this one. They can be used for all generic games. If a game requires game specific build, the link is provided in the game topic (technically it's problematic to create separate overrides for some of them and separate builds are created instead).
As for the key, umodel throws error only if key format is not valid (too short / long, etc). Otherwise, if key format is correct but the key itself is not, warning is written to logs (in background window) and the package(s) is skipped. In result, if all packages in the scope are encrypted and no valid key is provided, nothing is loaded with respective warnings in logs.

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