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Author Topic: Animation Compression Library (ACL) support  (Read 32657 times)
spiritovod
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« on: June 27, 2021, 16:02 »

I was planning to create an updated list with games, which are using ACL compression, for statistics and fast lookup in the future, to simplify possible tests and such.

Most games from the list are now supported with different ACL umodel builds, posted in this topic or respective game topics.

Desktop games:
All latest Dontnod's games: two last episodes of Life is Strange 2, Twin Mirror, Tell Me Why, most likely all their future releases as well.
Beyond a Steel Sky, Chivalry 2, Fortnite (current version), Kena: Bridge of Spirits, Remnant: From the Ashes (current version), Rogue Company (current version), Star Wars: Tales From The Galaxy's Edge, Final Fantasy VII Remake (including Intergrade), The Ascent, The Dark Pictures Anthology (Man of Medan / Little Hope / House of Ashes / Devil in Me) (current version), Valorant, Evil Dead: The Game, The Quarry, The DioField Chronicle, Borderlands 3, Tiny Tina's Wonderlands, Medieval Dynasty (current version), Divine Knockout, Lost Ark, SD Gundam Battle Alliance, Back 4 Blood, KartRider: Drift (current version), Dragon Quest X Offline, Gran Saga (current version), Gundam Evolution (current version), The Outlast Trials, Harvestella, Valkyrie Elysium, The Dark Pictures Anthology: The Devil In Me, The Callisto Protocol, Synced (current version), High On Life, PlayerUnknown's Battlegrounds (current version), Deliver Us Mars, Sherlock Holmes The Awakened, Hogwarts Legacy, Wanted: Dead, Like a Dragon: Ishin, Atomic Heart, Crime Boss: Rockay City, Dead Island 2, Star Wars Jedi: Survivor, Redfall, Park Beyond, The Lord of the Rings: Gollum, Gangstar NY, Lies of P, Warhaven (current version), AEW: Fight Forever, Legend of the Condor, Crossfire: Sierra Squad, Mortal Kombat 1, My Hero Ultra Rumble, Battle Crush, Overkill's The Walking Dead, Payday 3, Outcast - A New Beginning

Mobile games:
Apex Legends Mobile (current version), Dislyte, Marvel Future Revolution, Mir4, Ni no Kuni: Cross Worlds, PUBG Mobile (current version), Undecember, Blade & Soul Revolution (current version), Crystal of Atlan, Mortal Kombat: Onslaught (old versions), Farlight 84, ArcheAge War, Assassin's Creed: Codename Jade, Undawn, Arena Breakout, High Energy Heroes, Dream Star

Console games:
No More Heroes 3
« Last Edit: February 09, 2024, 18:08 by spiritovod » Logged
babymammoth
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« Reply #1 on: July 30, 2021, 22:51 »

looks like we've met the 10-15 games threshold for the support to be added  cool
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BetaX
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« Reply #2 on: September 13, 2021, 17:19 »

Also Lost ark and Apex Legends Mobile Smiley
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Juso3D
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« Reply #3 on: September 13, 2021, 17:59 »

looks like we've met the 10-15 games threshold for the support to be added  cool

Remember also though:

I'll consider integration (if it will not break anything in UModel)
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Blender + Linux User Here.
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« Reply #4 on: February 07, 2022, 08:42 »

Umodel build with ACL support.
tested it with Valorant(release-04.02)

https://cdn.discordapp.com/attachments/719155652286742578/940104173423321148/umodel_win32.zip
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FDArtZz
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« Reply #5 on: February 08, 2022, 00:34 »

Umodel build with ACL support.

Thx for all your work always <3 you help us all alot! I cant test it atm but would this also fix add anims or is this only for ACL support? And if not is this something you are thinking of working on or not?
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Triadasoul
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« Reply #6 on: February 11, 2022, 01:43 »

Umodel build with ACL support.
tested it with Valorant(release-04.02)

https://cdn.discordapp.com/attachments/719155652286742578/940104173423321148/umodel_win32.zip

Tested on Mir4 - it doesn't work. Reports this after animation search:

Code:
USkeleton::ConvertAnims: Skel=Mon_D_Centipede_Skeleton Anim=Mon_D_Centipede_Btl_Atk01 <- UAnimSequence4::PostLoad <- PostLoad: Mon_D_Centipede_Btl_Atk01 <- UObject::EndLoad <- LoadWholePackage: /Game/Animation/AnimationSequence/Monster/Animal/D_Centipede/Mon_D_Centipede_Btl_Atk01.uasset <- Load: 0/20 <- CSkelMeshViewer::FindUE4Animations <- CSkelMeshViewer::AttachAnimSet <- CSkelMeshViewer::ProcessKey <- CUmodelApp::ProcessKey: key=80000061, down=1 <- VisualizerLoop <- Main: umodel_build=1586

Appending certain animation also doesn't work with this code:

Code:
USkeleton::ConvertAnims: Skel=Mon_Bloody01_Skeleton Anim=Mon_Bloody01_Btl_Atk01 <- UAnimSequence4::PostLoad <- PostLoad: Mon_Bloody01_Btl_Atk01 <- UObject::EndLoad <- LoadWholePackage: /Game/Animation/AnimationSequence/Monster/Bloody/Bloody01/Mon_Bloody01_Btl_Atk01.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1586
« Last Edit: February 11, 2022, 01:48 by Triadasoul » Logged
Triadasoul
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« Reply #7 on: February 11, 2022, 03:20 »

As for Remnants from the Ashes it doesn't work either:

Code:
appMalloc: size=1408172336 (total=279 Mbytes) <- FArray::Empty: 1408172336 x 1 <- FString<< <- UAnimSequence4::SerializeCompressedData <- UAnimSequence4::Serialize <- LoadObject: AnimSequence4'Slime_Hulk_Atk_WaterWave.Slime_Hulk_Atk_WaterWave', pos=970F, ver=517/0 (unversioned), game=ue4.22 <- UObject::EndLoad <- LoadWholePackage: /Game/World_Swamp/Characters/Swamp_FatCreature/Animations/Slime_Hulk_Atk_WaterWave.uasset <- Load: 0/72 <- CSkelMeshViewer::FindUE4Animations <- CSkelMeshViewer::AttachAnimSet <- CSkelMeshViewer::ProcessKey <- CUmodelApp::ProcessKey: key=80000061, down=1 <- VisualizerLoop <- Main: umodel_build=1586
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MountainFlash
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« Reply #8 on: April 06, 2022, 13:58 »

Mir4 uses a custom engine version so I can't fix it. and I don't know about Remnants from the Ashes.

Source code with ACL support: https://github.com/MinshuG/UEViewer.git
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spiritovod
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« Reply #9 on: May 13, 2022, 22:24 »

Experimental builds for games using newer ACL format: link
If you're a newcomer, check this post before launching the build.

Only tracks are supported (though it should be fine for most games). Tested with:
2.1: Marvel Future Revolution, The Quarry, Valorant, Medieval Dynasty, The DioField Chronicle, Evil Dead: The Game, No More Heroes 3 (a few anims may require 1.3 build), Kena: Bridge of Spirits, The Dark Pictures Anthology (Man of Medan / Little Hope / House of Ashes / Devil in Me), Undecember, SD Gundam Battle Alliance, KartRider: Drift, Crystal of Atlan, Dragon Quest X Offline, Gundam Evolution, The Outlast Trials, Mortal Kombat: Onslaught, Harvestella, Valkyrie Elysium, The Callisto Protocol, Synced, High On Life, Deliver Us Mars, Sherlock Holmes The Awakened, Hogwarts Legacy, Wanted Dead, Like a Dragon: Ishin, Atomic Heart, Crime Boss: Rockay City, Farlight 84, ArcheAge War, Park Beyond, The Lord of the Rings: Gollum, Warhaven, AEW: Fight Forever, Assassin's Creed: Codename Jade, Arena Breakout, High Energy Heroes, Legend of the Condor, Crossfire: Sierra Squad, Mortal Kombat 1, Dream Star, Battle Crush, Payday 3, Wonderers: Eternal World, Outcast - A New Beginning, South Park: Snow Day
2.0a: Chivalry 2, Rogue Company, Divine Knockout
2.0b: Back 4 Blood

Update: Build is updated with support for The Quarry and The Dark Pictures Anthology: The Devil In Me, you need to use game specific override option (it's the same for both games).
Update 2: Build is updated with support for Valorant, you need to use game specific override option. It can now also export vertex normals to psk thanks to floxay (more info here).
Update 3: Build is replaced with the one with different ACL implementation (like in 1.x builds). Also, support for Kena: Bridge of Spirits is added, you need to use game specific override option (for anniversary update simply choose proper engine version).
Update 4: There are more builds now, 2.0 are based on old dev versions and 2.1 would be based on latest ACL version. For Rogue Company & Divine Knockout you need to use game specific override options, for Chivalry 2 use 4.25 Plus override.
Update 5: Separate build for Back 4 Blood is added to the archive, you need to use 4.25 Plus override option.
Update 6: Build is updated with support for The Outlast Trials, you need to use game specific override option.
Update 7: Build is updated with support for Hogwarts Legacy, you need to use game specific override option for static meshes to work.
Update 8: Build is updated with support for Farlight 84, you need to use game specific override option for static meshes to work.
Update 9: Build is updated with support for The Lord of the Rings: Gollum, you need to use game specific override.
Update 10: Build is updated with support for Assassin's Creed: Codename Jade, you need to use game specific override.
Update 11: Build is updated with support for High Energy Heroes, you need to use game specific override.
Update 12: Separate override is added for Synced, previously it could be auto-detected, now you need to use game specific override.
Update 13: Build is updated with support for Mortal Kombat 1, you need to use game specific override.

P.S. Game specific override option is when you enable override detection and choose Unreal 4 -> Game Name in drop-down list.
« Last Edit: March 26, 2024, 21:37 by spiritovod » Logged
Krazze
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« Reply #10 on: May 15, 2022, 12:36 »

So which are the supported games using this special build? Valorant/EvilDead and nothing else? I've tried chivalry 2 and it doesn't work.
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spiritovod
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« Reply #11 on: May 15, 2022, 18:42 »

@Krazze: It should support default ACL implementation in default UE4 games. But there can be other changes, which is the case for most games with ACL animations. For instance, it seems that Chivalry 2 has additional values affecting bone mapping, so even if animation tracks can be decompressed properly, result can't be processed without additional adjustments.
Probably House of Ashes and Beyond the Steel Sky are supported by this build as well, not sure about others.
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Richtoveen
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« Reply #12 on: May 20, 2022, 18:20 »

on apex the ACL build is giving me this:
assertion failed: Seq->RawAnimationData.Num() == NumTracks
whole call stack:
USkeleton::ConvertAnims: Skel=SK_Hero_Base_Skeleton Anim=A_Wattson_Revive_TPP <- UAnimSequence4::PostLoad <- PostLoad: A_Wattson_Revive_TPP <- UObject::EndLoad <- LoadWholePackage: /Game/Art/Animation/Revive/Light/Wattson/A_Wattson_Revive_TPP.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=ACL based[/sub]
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spiritovod
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« Reply #13 on: May 20, 2022, 19:15 »

@Richtoveen: This build doesn't support Apex mobile, but akderebur's tool, mentioned on previous page, should work with animations. For more info about the game specifics read its topic.
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spiritovod
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« Reply #14 on: August 14, 2022, 05:00 »

Experimental builds for games using older ACL format: link
If you're a newcomer, check this post before launching the build.

Only clips are supported (it should be fine though for most games). Tested with:
1.3: Ni no Kuni: Cross Worlds, The Ascent, Mir4, Remnant: From the Ashes, Beyond a Steel Sky, Dislyte, Tell Me Why, Life is Strange 2, Star Wars: Tales from the Galaxy's Edge, Gran Saga, Star Wars Jedi: Survivor, Dead Island 2, Redfall, My Hero Ultra Rumble, Borderlands 3 (switch version)
1.2: Blade & Soul: Revolution, Twin Mirror, PlayerUnknown's Battlegrounds
1.1: Borderlands 3 (PC version), Tiny Tina’s Wonderlands, Undawn, Overkill's The Walking Dead

Update: Support for Star Wars: Tales from the Galaxy's Edge is added to 1.3 build, you need to use game specific override option.
Update 2: Support for PlayerUnknown's Battlegrounds (PUBG) is added to to 1.2 build, you need to use game specific override option.
Update 3: Support for Star Wars Jedi: Survivor is added to to 1.3 build, you need to use game specific override option.
Update 4: Support for Dead Island 2 is added to to 1.3 build, you need to use game specific override option.
Update 5: Support for static meshes in Mir4 is added to 1.3 build, you need to use game specific override option.
Update 6: Support for Undawn is added to 1.1 build, you need to use game specific override option.

P.S. Game specific override option is when you enable override detection and choose Unreal 4 -> Game Name in drop-down list.
« Last Edit: February 27, 2024, 00:19 by spiritovod » Logged
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