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61
on: July 21, 2026, 06:46
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Started by spiritovod - Last post by Dlinear
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@spiritovod Thanks for your help. Actually I'm using PSK/PSA, not glTF, and I haven't tried retargeting yet but I will, so based on PSK/PSA is there any good solution for this issue? :'(
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62
on: July 20, 2026, 22:06
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Started by spiritovod - Last post by spiritovod
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@Dlinear: Aside from those two topics from quoted post I recommend to read this topic. It has some explanations for blender specifics when you're working with gltf export, which have both usual and additive animations included. I was also told that gltf importer in blender may produce confusing results in some cases, which can be game specific. Since the game in question (Hawk Ops) is UE4 game, you can see if an animation is an additive one by respective flag at the bottom of the viewer while previewing the animation. Also, some animations may use additional post-processing not included in the export, or complex retargeting. For a start, make sure you can load usual (non-additive) animation to respective mesh with expected results, and compare with umodel preview of the same animation with retargering disabled (you can switch it with Ctrl+R). Essensially, export should look the same for gltf as with disabled retargeting in the viewer. As for retargeting and additive animations, personally I can only elaborate about ActorX importer behavior (for psk/psa in 3ds max) and maybe about the solution provided by peterzhenhh in one of the mentioned topics. For any extended help it would be better to ask in respective communities.
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64
on: July 19, 2026, 20:02
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Started by spiritovod - Last post by Dlinear
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@yjh45: This is additive animation, currently they're not supported in specific build directly (though generally they are, see here). There are some third-party solutions mentioned in this topic, and fmodel supports additive anims as well (I guess). Since campaign mode (Black Hawk Down) is using different engine and shipped separately from main game, I've created separate topic for it and added reference to the first post. I have found an arm model with its skeleton, as well as a gun model and its animations. However, when I import the gun animation onto the arm model, it gets twisted into a knot. What could be the reason for this? Could I ask for your advice? The software I am using is Blender. For example, when I import the "SMG_M_1P_Fire" animation onto the arm, the issue appears as shown in the attached illustration.In addition, if I use NLA animation, first import the weapon's "SMG_M_1P_Idle" and then import "SMG_M_1P_Fire", and then use "multiple", it becomes relatively normal but still does not match perfectly. What causes this? Is it due to additive animation? And how can I solve it?Thank you in advance for your time and insights!]
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65
on: July 17, 2026, 18:53
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Started by spiritovod - Last post by spiritovod
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@TheDamnThing: I don't see any issues with the latest PC chinese version. If you have particular problems, explain them in details, to be able to reproduce them. Also read some posts above, the game is using both low res and hi res textures in initial download at "Paks" folder, maybe it's worth to temporarily move packages with low res versions somewhere else (those without hires suffix) before opening the folder in umodel.
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66
on: July 16, 2026, 11:07
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Started by Parme - Last post by spiritovod
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@Olivine: Unfortunately I can't recommend anything specific, as personally I don't work with 3d models, only to the certain extent to be able to look into inconsistencies in exported from umodel formats.
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67
on: July 16, 2026, 07:00
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Started by chrrox - Last post by ravello17
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@ravello17: There are still files floating around for Arctic Combat, which is basically the same game. UE version is available, for example, here (not my upload), and there is unity version around as well. I have that one, i am looking for closed beta or open beta of battle territory because we are working on these game... Thanks anyway 
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68
on: July 16, 2026, 00:16
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Started by Parme - Last post by Olivine
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@Spiritvoid: thank you, for your reply.
Does the 'Blender' section of this forum fall under '3D modeling community'? Or would it be best if I looked/asked elsewhere entirely? (In which case, directions would be much appreciated - for communities that reconstruct assets dumped from games, possibly)
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69
on: July 15, 2026, 20:44
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Started by Parme - Last post by spiritovod
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@Olivine: Umodel is using simple materials layout when a single presumably diffuse/albedo texture and single presumably normal texture is applied to the mesh. While most games are using complex PBR based materials, which can be recreated only manually in third-party tools based on materials properties, if possible. Material properties are available in materials mode in the viewer (by pressing "M" and clicking on respective material) and in respective txt files upon export, which also includes additional "mat" files aimed for the ActorX importer, but only for the same layout as you can see in the viewer. What you get after scanning is around what is expected. MI_Waypoint_A_Ward_Main is the base material for the crystal and it has texture sets for two layers - the stone itself and pattern on it - and also RGBAO map for PBR based part. You can look for MRAO related info, as in metallic/roughness/ambient occlusion, for better understanding how it works. And there are additional scalar and vector material properties related to how particular textures or separate texture layers are applied, though in most cases they're not self-explanatory and requires some knowledge or guessing. Most likely the result is also post-processed with some shaders or blueprints (for glow effects, moving pattern, etc). All of this is out of scope of umodel, it's better to address such questions to 3D modeling or related communities.
As for fmodel, it's built with NET framework, which requires respective libraries (NET Desktop Runtime) for any NET app to work. Just check that you're downloading it from a link at official microsoft site. Though it's better to discuss this in respective community, not here.
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70
on: July 15, 2026, 01:17
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Started by spiritovod - Last post by DarkWing
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@spiritovod Thank you! I appreciate your help.
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