Gildor's Forums

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 11 
 on: August 15, 2026, 16:03 
Started by spiritovod - Last post by spiritovod
@mark2580: Current limitations of the build are explained in respective topic mentioned in almost all UE5 game topics. In case of morph targets the option is disabled by default. The reason why it's not fully hidden is because some old games are using old compatible format, though I don't remember which exactly.

 12 
 on: August 14, 2026, 23:38 
Started by spiritovod - Last post by mark2580
@splitvoid
MorphTarget not supported?

 13 
 on: August 14, 2026, 23:07 
Started by Gildor - Last post by spiritovod
@Nakein: I see, thank you for trying. After a brief look I couldn't find the cause of this issue. For now it would be easier and faster to just compile updated plugins with latest SDK.

 14 
 on: August 14, 2026, 18:40 
Started by Gildor - Last post by Nakein
@Nakein: I didn't check, but is that possible that older plugins work for 2027 versions? Apparently SDK didn't change since 2024 version, at least in parts required for the exporter plugin. If SDK version is hardcoded in the plugin, I could look to make it more generic (if possible) to be compatible with future Max/Maya versions.

Anyway, I'll attach compiled with 2027 SDK plugins for Max and Maya.
Hello! Thank you so much, the 2027 version you attached works perfectly.
I tested the 2026 plugin, but 3ds Max won't launch it, it returns the following error:
Error Code 127 - the specified procedure could not be found.

 15 
 on: August 13, 2026, 22:59 
Started by Gildor - Last post by spiritovod
@Nakein: I didn't check, but is that possible that older plugins work for 2027 versions? Apparently SDK didn't change since 2024 version, at least in parts required for the exporter plugin. If SDK version is hardcoded in the plugin, I could look to make it more generic (if possible) to be compatible with future Max/Maya versions.

Anyway, I'll attach compiled with 2027 SDK plugins for Max and Maya.

 16 
 on: August 13, 2026, 11:53 
Started by Gildor - Last post by Nakein
Hello, can it update to 2027 3ds max?

SDK:
https://autodesk-adn-transfer.s3.us-west-2.amazonaws.com/ADN+Extranet/M%26E/Max/Autodesk+3ds+Max+2027/SDK_3dsMax2027.msi

 17 
 on: August 12, 2026, 04:32 
Started by spiritovod - Last post by spiritovod
Specific build is updated to support latest game versions. For more info read the first post.

 18 
 on: August 12, 2026, 04:21 
Started by spiritovod - Last post by spiritovod
@WaltSentMe: You can take a look at material properties, which are available in materials mode in the viewer (press "M" and click on material name) and upon export in respective files. Also upon export there will be mat files, which are supplementary files for ActorX importer and contains the same info as used by umodel to render presumably most significant diffuse and most significant normal texture, though it works only for simply layouts without masks and PBR materials.

Regarding animations, like said a few posts above, you may check them with retargeting mode disabled in the viewer, as it would be easier to work with mostly compatible anims for practice (those which doesn't look fully broken). For how retargeting is used in blender, like how to correctly transfer animation from master skeleton/armature to target armature, it's better to ask at some blender or 3d modeling communities. I can only elaborate about usage of ActorX importer for 3ds max, which can do things similar to the viewer with different translation options (forced from animation and from mesh).

 19 
 on: August 12, 2026, 02:35 
Started by spiritovod - Last post by WaltSentMe
@carrysomb: The game is using retargeting via master skeleton for all characters, which means inconsistency between skeleton (armature) bones and animation bones is expected. You can preview animations in umodel without retargeting by switching respective mode to "disabled" with Ctrl+R - this is what you should get in blender upon importing as-is. I would recommend to use gltf export to avoid possible issues with psk/psa plugin, because gltf is natively supported by blender. Similar issue was recently discussed in this topic, check it as well.

Also umodel can now export sounds from such games, as it's using native UEBA audio.
i have a few questions. is there some type of tutorial on how to setup the materials, diffuse and normal maps, or even re targeting some the animations to the way it looks in umodel inside of blender? or is there a specific video or discussion that is similar to this game? Any help is always helpful. 

 20 
 on: August 11, 2026, 23:38 
Started by spiritovod - Last post by DreamAngel
Thx i find. Sry

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