Gildor's Forums

Pages: 1 2 3 [4] 5 6 ... 10
 31 
 on: August 10, 2026, 18:36 
Started by spiritovod - Last post by spiritovod
@rcsinger: I don't think anybody here is familiar with this software. But if it works with general formats like FBX for meshes and animations, which can be exported via blender, it's better to address your issue to respective communities, unless the issue is related to umodel's export (for example, if it looks incorrect in blender upon import). Also I should note that meshes for playable characters are using more than 8 weights per vertex, which is supported only for gltf export in umodel, and it may cause some inconsistencies related to retagergeting, because overall approach for animations here is quite complex like mentioned in the first post.

 32 
 on: August 10, 2026, 11:25 
Started by spiritovod - Last post by sakurabahana1
Hello, spiritovod, I'm getting this error when I use the latest umodel to read a suspected human model file. If you need the full package, I have it here.https://mega.nz/file/DGpnBZya#sy9IdaGAvvHmxwiTU7VYgwqMDtTHOZK_rJVmhPLu4cU

 33 
 on: August 09, 2026, 16:55 
Started by spiritovod - Last post by spiritovod
Game: Conan Exiles Enhanced (steam page)
UE5 version: 5.6

Mostly supported with specific build from this topic. For general limitations and possible issues please read this topic. For better preview you can disable shaders (Ctrl+G), change lighting mode (Ctrl+L) and disable sections with no real material applied (Ctrl+M). Though materials for customizable items will be colorless in most cases, as colors are presumably applied in more complex ways here.

For older UE4 version see this topic.

 34 
 on: August 09, 2026, 12:30 
Started by spiritovod - Last post by Jrok
Okay, all done. Thank you very much.

 35 
 on: August 08, 2026, 20:36 
Started by spiritovod - Last post by rcsinger
Thank you,

Now I have a new problem. When exporting to my favorite software (iClone). After characterization and applying motions, the orientation is off. Is anyone familiar with iClone Character Creator and how to correctly reset the bone positions for these models. I have adjusted the t-pose in both CC and in blender to no avail.

Update:
Has anybody had any luck importing and converting these characters into Reallusion/iClone?

 36 
 on: August 08, 2026, 18:43 
Started by spiritovod - Last post by spiritovod
Game: Tamas: Shadowveil / 诡影藏锋 (steam page / official site (ch))
UE5 version: 5.6
AES key: in the same place as usual (link)

Mostly supported with specific build from this topic with game specific override. For general limitations and possible issues please read this topic. You can also hide sections with no real materials applied (Ctrl+M) for better preview in some cases. The game is using retargeting for general human animations, you can read brief explanation how it can be used in this topic.

If you want to extract some assets, which are not supported by umodel, you can use respective quickbms script from specific scripts bundle, available in topic with keys. For more info read sticked topic and this post.

 37 
 on: August 08, 2026, 18:37 
Started by spiritovod - Last post by spiritovod
@Jrok: Could you provide names of the animation and the mesh you're using it with. Also try gltf export, it can produce better results in particular cases.

 38 
 on: August 08, 2026, 14:41 
Started by spiritovod - Last post by Jrok
Hello, I’m not sure whether this stems from my own operating error, but animations exported from umodel_acl_2.1 are problematic. Upon inspection, this issue has little to do with ActorXImporter_mod. Animation data exported using FModel does not have this problem.

 39 
 on: August 08, 2026, 14:39 
Started by spiritovod - Last post by Jrok
Hello, I’m not sure whether this stems from my own operating error, but animations exported from umodel_acl_2.1 are problematic. Upon inspection, this issue has little to do with ActorXImporter_mod. Animation data exported using FModel does not have this problem.

 40 
 on: August 07, 2026, 21:11 
Started by spiritovod - Last post by spiritovod
@rcsinger: I've updated the first post, it should be more clear which build should be used and how. You need to use acl build mentioned there, with game specific override (with the game name) and disable morph targets at umodel's startup screen. I didn't test everything, in case of issues - considering that you've followed instructions above - you can report them, there is copy button in crash window for it.

Pages: 1 2 3 [4] 5 6 ... 10
Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS