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Author Topic: Sockets in Mass Effect  (Read 4158 times)
pontius911
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« on: July 12, 2012, 15:27 »

Hi, i have noticed that when i use Umodel Viewer in preview all sockets working fine. So my question is: how can i find coordinates of all sockets or is it impossible?
P.S. Sory if i made some errors in my post. i am not so good in writing on english.  Smiley
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Gildor
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« Reply #1 on: July 12, 2012, 15:31 »

Hi.
Sockets are not exported, this is not a part of the mesh or skeleton.
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pontius911
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« Reply #2 on: July 12, 2012, 16:27 »

thank you Gildor
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Gildor
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« Reply #3 on: July 12, 2012, 16:33 »

It is still possible to include socket description into text file and write it alongside with a mesh - for example, place it into .uc file. But this declaration will not be processed automatically by the engine, you'll need to recreate sockets by hands.
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pontius911
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« Reply #4 on: July 12, 2012, 17:08 »

But how can i include socket description into text file? Sorry, i am still newbie not only on this site, but also in Unreal engine (UDK) and Umodel.
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Gildor
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« Reply #5 on: July 12, 2012, 17:15 »

This feature is not implemented yet because of missing interest from people.
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pontius911
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« Reply #6 on: July 12, 2012, 17:17 »

ok, got it.thank you.
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Gildor
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« Reply #7 on: July 12, 2012, 17:36 »

I've completely forgot about one thing. It is possible to dump socket information using the command line. Some example (sorry, it's for the Batman: Arkham City, not for Mass Effect, but they have identical approach)

Command line:
   umodel -path=<path_to_batman_CookedPC> Playable_Catwoman_Std_SF Catwoman_Whip_Skin -dump -all

Red is the package name, green is the mesh name.

You will get the log (you can save it with standard OS output redirection or by adding "-log=<log_filename>" option). There is a stripped-down version of output:
Code:
ClassName: SkeletalMesh3 ObjectName: Catwoman_Whip_Skin

    LODInfo[1] =
    {
        ...
    }
    Sockets[6] =
    {
        Sockets[0] = SkeletalMeshSocket'Catwoman.Mesh.Catwoman_Whip_Skin.SkeletalMeshSocket_0'
        Sockets[1] = SkeletalMeshSocket'Catwoman.Mesh.Catwoman_Whip_Skin.SkeletalMeshSocket_1'
        Sockets[2] = SkeletalMeshSocket'Catwoman.Mesh.Catwoman_Whip_Skin.SkeletalMeshSocket_2'
        Sockets[3] = SkeletalMeshSocket'Catwoman.Mesh.Catwoman_Whip_Skin.SkeletalMeshSocket_3'
        Sockets[4] = SkeletalMeshSocket'Catwoman.Mesh.Catwoman_Whip_Skin.SkeletalMeshSocket_4'
        Sockets[5] = SkeletalMeshSocket'Catwoman.Mesh.Catwoman_Whip_Skin.SkeletalMeshSocket_5'
    }
    ...

Here you can see that Catwoman_Whip_Skin has 6 sockets which are stored in objects Catwoman.Mesh.Catwoman_Whip_Skin.SkeletalMeshSocket_0 to 5. These objects are dumped too because I've added "-all" option to the umodel's command line and their data follows:

Code:
Object info:
============
ClassName: SkeletalMeshSocket ObjectName: SkeletalMeshSocket_0

    SocketName = Bolas_Handle_Attach
    BoneName = Bip01_R_Hand
    RelativeLocation = { X=11.301, Y=-1.66612, Z=5.12895 }
    RelativeRotation = { Yaw=-31424, Pitch=6241, Roll=697 }
    RelativeScale = { X=1, Y=1, Z=1 }

Object info:
============
ClassName: SkeletalMeshSocket ObjectName: SkeletalMeshSocket_1
...
...

You may type this information directly in UnrealEd's socket editor.
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pontius911
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« Reply #8 on: July 12, 2012, 18:37 »

thank you. You are the best.
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