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Author Topic: Dead Island 2  (Read 16359 times)
mwesten1
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Re: Dead Island 2
« Reply #30 on: March 06, 2026, 19:33 »

@mwesten1: The game is using retargeting and master skeleton for most characters. For such cases it's highly recommended to append only compatible with the mesh animations manually and export them like that. Otherwise animations search will add all possible animations, regardless if they're working with the mesh properly or not, because they're linked to the same skeleton.

I can't reproduce the issues you've mentioned, but it seems you bumped into some system limitations as well (in case you have very large psa), which could cause those issues indirectly. Try to append a few animations to the mesh, preview them in umodel to ensure they're compatible with the mesh, then export currently loaded set with the mesh and animations, then import them into 3ds max. If it will work fine in umodel, but crashes in 3ds max, provide list of assets you're exporting (mesh + animations names).

It does work in umodel, but exports 16GB psa file and exports like 9000 animations or so.
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spiritovod
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Re: Dead Island 2
« Reply #31 on: March 07, 2026, 13:47 »

@mwesten1: Then you need to follow suggested recommendation and export only required animations by appending them manually to the loaded mesh (append option is available in context menu). You can also export animations directly without a mesh, then they'll be exported to separate files, but that's not very convenient, because you can load only one psa at a time with the importer. Usually, if people are performing batch export for animations in games with master skeleton, they're doing it in parts (by appending, for example, only 1/4 of all animations at a time). If you're not sure how to do it, I suggest to view some tutorials about general umodel usage starting from the one from tutorials section.
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