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Author Topic: TEKKEN 8  (Read 14254 times)
GDL
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Re: TEKKEN 8
« Reply #15 on: November 07, 2023, 20:54 »

Actually they've just slapped the whole 5.2 patch on top of base game. As result, it became almost twice in size, but with the same assets. *_0_P packages are on 5.2, but the rest of packages on 5.1. I guess the game is ignoring old assets, but in umodel it will crash on assets of different version, because you can override only one engine version at a time.

As a temporary workaround you can just move *_0_P packages somewhere and open the rest as 5.1, or open *_0_P as 5.2 ("global" files should present anyway in both cases). If they'll leave it like this in full version, separate override would be created for this game.

Also I should note that the game is using complex rigging system with third party solutions like Phoenix (not real name, looks similar to Gotham Knights stuff), therefore some things would not be supported at all.

how did you manage to load the animations? is that with a new version of the ue5 viewer? I can't load any animations since the viewer says "no skeleton, animations will not work"
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spiritovod
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Re: TEKKEN 8
« Reply #16 on: November 07, 2023, 23:08 »

@GDL: You can check this topic for general method (props to Ehlyon for finding this out, personally I never thought it would actually work). Though for Tekken most animations doesn't look correct because of retargeting and their advanced rigging system or whatever they've implemented there.
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GDL
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Re: TEKKEN 8
« Reply #17 on: November 08, 2023, 00:57 »

Thx
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xrevo
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Re: TEKKEN 8
« Reply #18 on: December 22, 2023, 00:03 »

no aes needed for the new demo released, still on 5.2 i think
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garywood
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Re: TEKKEN 8
« Reply #19 on: December 29, 2023, 01:49 »

Can anyone please explain where I find the skeletons and animations within the file structure?

I'm getting the character models just fine at Character->Item->model->unique

That exports just fine by itself and does seem to have a skeleton after exporting, but can't load the animations in the viewer. So where is the working skeleton and where are the animations? The only mention of a skeleton I can find is at: 
Character->Item->shared->skeleton
but nothing in those folders seems to load in the viewer properly (yes I've tried 'append' in every possible order)

Please help!
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Ehlyon
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Re: TEKKEN 8
« Reply #20 on: December 29, 2023, 19:50 »

Can anyone please explain where I find the skeletons and animations within the file structure?

I'm getting the character models just fine at Character->Item->model->unique

That exports just fine by itself and does seem to have a skeleton after exporting, but can't load the animations in the viewer. So where is the working skeleton and where are the animations? The only mention of a skeleton I can find is at:  
Character->Item->shared->skeleton
but nothing in those folders seems to load in the viewer properly (yes I've tried 'append' in every possible order)

Please help!

If you extract the mesh alone the skeleton will be loaded/extracted anyway if i don't remember wrong.
Regarding the animations, you'll only find a few (like some char stage intro or some npcs) as, like previous tekken or soul calibur title made in UE, the fighting/commons ones are in another format, not loaded/recognized/readable by umodel.
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garywood
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Re: TEKKEN 8
« Reply #21 on: December 29, 2023, 23:06 »

If you extract the mesh alone the skeleton will be loaded/extracted anyway if i don't remember wrong.

Well yeah that's what normally happens, but it doesn't seem to be the case with this game and several others, as they use a different animation format I believe? As has been explained earlier in this thread.

Normally when the skeleton is loaded as part of the model, it allows you to automatically search for all of the animations that go with it (using Ctrl+A), but if you try that with these models it just says no skeleton has been loaded (even though it technically has, because it's there after you export)
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spiritovod
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Re: TEKKEN 8
« Reply #22 on: December 30, 2023, 15:51 »

@garywood: It's related to current limitations of the build (for games with io store packages in particular). On top of that the game is using custom approach for animations, you can read my posts on previous page for brief explanation and look at screenshot there for example of the working mesh/skel/anim combination. Though results would be hardly usable as-is, in most cases -_-"
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garywood
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Re: TEKKEN 8
« Reply #23 on: December 30, 2023, 19:20 »

you can read my posts on previous page for brief explanation and look at screenshot there for example of the working mesh/skel/anim combination. Though results would be hardly usable as-is, in most cases -_-"

I've read all your posts, but I still can't see where you get the skeleton to load animations though?

Your screenshot here seems to have animations loaded, so can you explain how you did that?

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spiritovod
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Re: TEKKEN 8
« Reply #24 on: December 31, 2023, 20:41 »

@garywood: It's briefly explained in the linked topic (the one with current limitations). Basically, you need to append/add both skeleton asset and animations to loaded mesh manually - there is separate option for this in context menu - and then use anim search. In usual builds or with usual packages it's done automatically while doing anim search. But because of the game specifics, mentioned above, it would be hard to find out compatible skeleton and animations even with normal approach (both mesh and animation should use the same skeleton for it to work, but due to retargeting it may look strange anyway).
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garywood
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Re: TEKKEN 8
« Reply #25 on: December 31, 2023, 22:05 »

@spiritovod

Sorry, but I'm still not following. I've read that other page, and your previous posts, but it still doesn't say where the skeleton/animations are. I've tried just appending the same model on top of itself (therefore same skeleton?) but still nothing.

What is the option in the context menu that you mention? Can you show an actual screenshot or something, because I'm just totally lost on what you're doing. Which is the skeleton file that's being appended? Literally the same as the model file? Cos that still won't find any animations after I've done that.
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spiritovod
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Re: TEKKEN 8
« Reply #26 on: January 01, 2024, 20:07 »

@garywood: On the screenshot "AnimSet" is the name of skeleton asset and below "Anim" is the name of current animation asset. Though such screenshots are more like a memo to myself that a game is using native assets for at least some animations, which may be misleading in cases when other animations are not supported. You can use flat view mode to find assets by their names and also sort them by supported types (after full scan is performed) - for example, for trying to manually load all animations to current mesh after adding skeleton asset to it, and then using Ctrl+A. The reason why I mentioned my other posts is that only "msl" assets are using native approach and can be somehow loaded, while "prp" assets are using some third-party or self-made solution and not supported. The rest was already explained.
« Last Edit: January 01, 2024, 20:51 by spiritovod » Logged
garywood
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Re: TEKKEN 8
« Reply #27 on: January 02, 2024, 10:02 »

@spiritovod

Aha, got it working! Thanks very much.

Although it looks like none of the actual animations from the movesets are really available. It's just all of the generic character lobby animations? Is that right or am I missing something?
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spiritovod
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Re: TEKKEN 8
« Reply #28 on: January 05, 2024, 01:23 »

@garywood: I didn't dig into it much, but it seems like the game doesn't use common animation sequences for movesets, despite they're used for lobby and additional props (like guns) anims. Unlike other games with unsupported animation types, I couldn't even find assets which contains possible anim data for movements, only moviescene data.
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Feristalj
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Re: TEKKEN 8
« Reply #29 on: January 27, 2024, 03:19 »

So I don't know if anything's changed in the release version, but when I get the Mesh of the character, and try to append the skeleton to it, it doesn't let me search for all animations. (I know only lobby animations currently work) did anything changed or am I applying the Skeleton wrong?
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