Gildor's Forums

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 51 
 on: September 14, 2026, 04:50 
Started by spiritovod - Last post by rcsinger
@rcsinger: This game is probably not a best case for explanation, but here is general approach. When you combine a few meshes by tagging them in umodel, for example hands/body/foot of the same character which uses the same skeleton, and then apply an animation to it, upon export to gltf animation will be added only to active mesh (selected red in the viewer, if tagging is used). For blender, you can simply import all 3 meshes at once, then select all of them, choose the part with applied animation as active one and then merge them (Ctrl+J). After that you can delete all armatures from other parts, since they're not animated anyway. The result mesh should look the same as in umodel while being animated.

Sounds like a straight forward workflow. Can you explain to me what "tagging them in umodel" means and how to combine the meshes? Every time I try I can only load one mesh at a time. I try to -append- open but it doesnt work. I try to use the flat view and select multiple files but only the first mesh loads.

I had no issues at all with the Friday the 13th models when that game came out but I have had many issues with the Quarry and Halloween.

 52 
 on: September 14, 2026, 04:45 
Started by spiritovod - Last post by spiritovod
@rcsinger: This game is probably not a best case for explanation, but here is general approach. When you combine a few meshes by tagging them in umodel, for example hands/body/foot of the same character which uses the same skeleton, and then apply an animation to it, upon export to gltf animation will be added only to active mesh (selected red in the viewer, if tagging is used). For blender, you can simply import all 3 meshes at once, then select all of them, choose the part with applied animation as active one and then merge them (Ctrl+J). After that you can delete all armatures from other parts, since they're not animated anyway. The result mesh should look the same as in umodel while being animated.

 53 
 on: September 14, 2026, 02:41 
Started by spiritovod - Last post by rcsinger
This may be more of a general question and not specific to this game, but can anyone help me understand an efficient way to eliminate multiple rigs when loading a character and clothing where each item imports its own skeleton? I am having great issues animating characters because of the duplicate rigs.

 54 
 on: September 14, 2026, 01:22 
Started by pokguy - Last post by xiao_qu
FPakFile::Serialize: file=/man/Content/Characters/Enemies/Bosses/Kezka/Animation/A_Kezka_Tpose.uexp <- FArchive::ByteOrderSerialize <- UAnimSequence4::SerializeCompressedData3 <- UAnimSequence4::Serialize <- LoadObject: AnimSequence4'A_Kezka_Tpose.A_Kezka_Tpose', pos=818D, ver=522/0 (unversioned), game=ue4.27 <- UObject::EndLoad <- LoadWholePackage: /man/Content/Characters/Enemies/Bosses/Kezka/Animation/A_Kezka_Tpose.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1590

 55 
 on: September 13, 2026, 21:51 
Started by spiritovod - Last post by spiritovod
Game: ArcheAge Chronicles (official site / steam page)
UE5 version: 5.7
AES key: in the same place as usual (link)

Partially supported with specific build from this topic. You need to use game specific override for latest versions or simply choose correct engine version for old game versions. For general limitations and possible issues please read this topic.

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

 56 
 on: September 13, 2026, 21:42 
Started by spiritovod - Last post by spiritovod
Game: Wardogs (steam page)
UE5 version: 5.7
AES key: in the same place as usual (link)

Partially supported with specific build from this topic. For general limitations and possible issues please read this topic.

 57 
 on: September 13, 2026, 16:44 
Started by bestgj - Last post by spiritovod
There were multiple updates for both the script and specific build since my previous post. Before reporting possible issues make sure you're using most recent versions of them.

 58 
 on: September 13, 2026, 16:40 
Started by 1212aaa - Last post by spiritovod
@3dextract: umodel can only export textures related to effects/particles. They're mostly stored in ReleasePC\LOD9*.upk, which tfc cache and can't be accessed directly. If you have resolving option enabled, you don't need to rename it and if I remember correctly, extension is also handled properly (if not, please let me know). But the rest, like shaders used for the effects, is out of scope of umodel.

 59 
 on: September 13, 2026, 04:52 
Started by 1212aaa - Last post by 3dextract
how to find characters fx particles umodel can export it ?

 60 
 on: September 13, 2026, 03:29 
Started by spiritovod - Last post by temsame
thank you very much, no idea why they keep changing file construct for such small game
i feel like those asset were made by 3 diff company and somehow sold to another company, making this mess

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