Gildor's Forums

Author Topic: Dragon Ball Z : Kakarot  (Read 26958 times)
Juso3D
Moderator
Hero Member
*****
Posts: 909


Welcome to Gildor Forums


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #45 on: June 04, 2022, 17:19 »

in Blender 3.3 (maybe even 3.2) the Alpha Channel option is on the Image texture node itself, if using older versions of Blender, its on the N-Panel, to go to it, press the N key while in the shader editor and under node it will be there on the properties panel.
Logged

Blender + Linux User Here.
Singh1s
Newbie
*
Posts: 6


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #46 on: October 20, 2022, 14:42 »

Currently I'm too busy to work on umodel.

Oh no worries. I get that! Thanks for the update though!  Smiley I'll keep tinkering and see if I can figure something out.


Did you get the path to it by any chance. Please lemme know
Logged
Flockaveli
Newbie
*
Posts: 2


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #47 on: February 20, 2023, 13:02 »

I apologizing if this is hard necroing.
I'm looking to extract root motion from the animations from here into blender then to 3DS Max.
If anyone has any idea on how to do so that would be fantastic.

So far I've been able to get the animations to work well when I get them to blender, but I'm having a problem with retargeting and the root motion isn't being carried over to blender in the first place.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2676


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #48 on: February 20, 2023, 14:57 »

@Flockaveli: Maybe it's worth to try to import animations into 3ds max directly? If you export mesh to psk in umodel, animations would be exported to psa and both can be imported to 3ds max via actorX importer, which has different loading settings for animations, similar to retargeting mode in the viewer. In the viewer retargeting mode can be changed with Ctrl+R, for previewing only.
Logged
Flockaveli
Newbie
*
Posts: 2


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #49 on: March 19, 2023, 22:01 »

So the problem I'm running into now is that the animations are apparently mirrored from what I get from umodel - I'm trying to retarget them for a personal project.
But I can't find a way to mirror them to work on another skeleton correctly.
Would anyone know a relatively painless way to not only convert the animations to fbx but also flip them as well(if not both, then one would work tbh)?
Logged
Krazze
Jr. Member
**
Posts: 43


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #50 on: March 10, 2024, 13:52 »

@spiritovod could be possible get an updated build working with the animation scan? (I posted this yesterday in FighterZ my bad)

https://i.gyazo.com/b1f7e12fe82df6a9395d8e6e4639926e.png
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2676


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #51 on: March 10, 2024, 21:43 »

@Krazze: Apparently it was a long-lasting issue. It should be fixed now in specific build from this topic - no special override is required, simply choose proper engine version. Though batch operations for animations are not recommended, since almost all of them are retargeted through single skeleton - it's better to process them manually in parts.


* Clipboard01.jpg (105.48 KB, 2549x1244 - viewed 904 times.)
« Last Edit: January 12, 2025, 04:10 by spiritovod » Logged
Krazze
Jr. Member
**
Posts: 43


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #52 on: March 10, 2024, 22:35 »

Thanks, working fine for me!
Logged
OwenC
Newbie
*
Posts: 4


View Profile
Dragon Ball z: Kakarot
« Reply #53 on: January 11, 2025, 21:28 »

Not sure if this is the correct place for this BUT.

Is there a way I can view or export the animations found when using the Find Animations in the viewer?

Im working with Dragon Ball z: Kakarot stuff and there is no naming scheme whats so ever, Im so confused what anims go with what mesh. so I figured the best way to find them would be the  Find Animations in the viewer

This is shenron for example and it says there is 23 anims for him.


« Last Edit: January 11, 2025, 22:20 by OwenC » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2676


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #54 on: January 12, 2025, 04:25 »

@OwenC: I'd suggest to view some tutorials about basic umodel usage, starting from the recommended one from tutorials section. On export from GUI (since it also has CLI mode) umodel is exporting all currently loaded to the viewer assets, but animations in such case would be exported to single file.
Logged
OwenC
Newbie
*
Posts: 4


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #55 on: January 13, 2025, 00:27 »

@OwenC: I'd suggest to view some tutorials about basic umodel usage, starting from the recommended one from tutorials section. On export from GUI (since it also has CLI mode) umodel is exporting all currently loaded to the viewer assets, but animations in such case would be exported to single file.

Ahh ok, Thank you for the reply Smiley
Logged
Dragonkris
Newbie
*
Posts: 2


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #56 on: September 06, 2025, 17:01 »

Asking as well how do you extract/convert the audios/voices from this game? (I only want the dlc voices content.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2676


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #57 on: September 07, 2025, 21:43 »

@Dragonkris: You can use latest vgmstream (or better foobar with vgmstream plugin) to play or convert awb files directly. Also, if you want proper filenames for audio tracks, you can extract acb files from respective uasset files with attached quickbms script, then awb files will be loaded with track names. Just make sure that extracted acb files will be in the same folder with awb.
Some foobar versions has a bug with cached metadata, which is preventing from correct resolving of names if streamed data was already loaded once without supplementary files - it can be fixed manually by removing profile/(playlists + metadb) from foobar folder and reloading audio again.

------------------------------------------------------------------------------------

UE4 version: 4.21 (vanilla version) / 4.27 (HD remaster version)

I've checked latest game version, now there are two game variants included. For both of them it's recommended to use specific umodel build from this topic to avoid issues with animations - no special override is required, simply choose proper engine version. Note that you should open folders with them separately in umodel, otherwise you'll get an error due to mixed assets from different engines.

* uasset_acb_extract.bms (0.21 KB - downloaded 197 times.)

* Clipboard01.jpg (108.99 KB, 2543x1228 - viewed 354 times.)
Logged
Dragonkris
Newbie
*
Posts: 2


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #58 on: September 09, 2025, 13:59 »

...


Thanks. But whenever I try to extract the audio dialogue from the uasset (lipsync, or voice en/jp folders) folders using UE viewer nothing extracts. Am I doing something wrong or you can't extract those audio sounds from those 2 folders using UE viewer?
« Last Edit: September 09, 2025, 14:12 by spiritovod » Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2676


View Profile
Re: Dragon Ball Z : Kakarot
« Reply #59 on: September 09, 2025, 14:18 »

@Dragonkris: Umodel doesn't support third-party audio formats (like criware acb/awb in this case). Please read my post carefully, you can find audio files in respective folders of the game, they're not packed into packages. Audio uassets in this case are only wrappers for criware acb format with metadata.
Logged
Jump to:  

Powered by SMF | SMF © 2006-2009, Simple Machines LLC
Leviathan design by Bloc | XHTML | CSS