Gildor's Forums

Author Topic: MY HERO ULTRA RUMBLE  (Read 2149 times)
xrevo
Newbie
*
Posts: 8


View Profile
MY HERO ULTRA RUMBLE
« on: September 29, 2023, 04:44 »

Game: MY HERO ULTRA RUMBLE (Steam)
UE4 version: 4.27
AES Key: 0xB65A5EF761739F55923ECAE30C87159593C89FFC420AC6C7DD5264CC10D7EDD8

Use umodel_acl_1.3 build from here


* umodel_acl_1.3_0b5ujZJ3VL.png (80.06 KB, 800x600 - viewed 287 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2219


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #1 on: September 29, 2023, 06:00 »

@xrevo: Thank you for testing it and for the key. Updated info on compatibility list in ACL topic.
Logged
MHURFan
Newbie
*
Posts: 6


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #2 on: March 23, 2024, 12:42 »

Hi, I'm new here, so I apologise if this post is in the wrong place.

UModel seems to work fine, but upon exporting the character animations from UModel and importing them into Blender, the face bones appear to be offset and corrupt. Resetting the face bones to their default locations/rotations fixes them and restores the default face, but this means that the facial animations can't be restored.

I've tried subtracting the offsets, moving bones manually, and a whole heap of other things, but the facial animations seem unrecoverable. Is there anything that can be done?

Images 1 and 2 show an animation, and a facial animation in UModel (working fine)
Images 3 and 4 show the same animations but in Blender.


* umodel_acl_1.3_2024-03-23_19-24-29.png (93.25 KB, 1920x1040 - viewed 130 times.)

* umodel_acl_1.3_2024-03-23_19-34-43.png (82.77 KB, 1920x997 - viewed 82 times.)

* blender_2024-03-23_19-28-28.png (27.49 KB, 812x685 - viewed 120 times.)

* blender_2024-03-23_19-34-09.png (18.2 KB, 748x519 - viewed 67 times.)
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2219


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #3 on: March 23, 2024, 16:05 »

@MHURFan: It's most likely due to retargeting. You can check for example this post for more info about the matter, but like it's said there, such things are out of scope of umodel.
Logged
MHURFan
Newbie
*
Posts: 6


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #4 on: March 23, 2024, 16:15 »

@MHURFan: It's most likely due to retargeting. You can check for example this post for more info about the matter, but like it's said there, such things are out of scope of umodel.

As far as I'm aware, it's not retargeting, as force disabling retargeting in UModel shows the animation correctly. If I were to force enable retargeting in UModel then the animation shows incorrectly.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2219


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #5 on: March 23, 2024, 17:09 »

@MHURFan: Apparently it's some import issue. I've just checked and couldn't reproduce mentioned problem with both gltf and psk formats in blender (with vanilla psk plugin), it looks more or less correct there.
Logged
MHURFan
Newbie
*
Posts: 6


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #6 on: March 23, 2024, 17:24 »

@MHURFan: Apparently it's some import issue. I've just checked and couldn't reproduce mentioned problem with both gltf and psk formats in blender (with vanilla psk plugin), it looks more or less correct there.

Oh, I see! I'm using this plugin which appears to be the problem. I tried the vanilla plugin you linked, and the results are definitely better but still not perfect (there appear to be issues with the characters' mouths). I have already opened a GitHub issue with the importer plugin I was using, hopefully they can fix it.

Thank you for your help, it's good to see that the problem is not with UModel!
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2219


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #7 on: March 23, 2024, 19:47 »

@MHURFan: I forgot to clarify, but the game does use retargeting for almost all animations (there is only one skeleton for most of them). It's less obvious for facial animations due to them being relatively simple, but incorrect result in blender is quite expected and you may not get better result out of the box without manual adjustments, regardless of the plugin.
Logged
MHURFan
Newbie
*
Posts: 6


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #8 on: March 23, 2024, 19:56 »

@MHURFan: I forgot to clarify, but the game does use retargeting for almost all animations (there is only one skeleton for most of them). It's less obvious for facial animations due to them being relatively simple, but incorrect result in blender is quite expected and you may not get better result out of the box without manual adjustments, regardless of the plugin.

Hmm, I see, thanks for the heads up, that's quite a bummer. I'm curious how you're able to tell that the game uses retargeting? I was under the assumption that by toggling it for the animation in UModel was how you could tell (if the animation was correct with retargeting set to "Disabled" then all is fine)
Logged
MHURFan
Newbie
*
Posts: 6


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #9 on: March 23, 2024, 20:01 »

I should mention my main interest is the character emotes (all the animations in the "em" folder). I was able to import and render all of them perfectly in Blender with absolutely no issues whatsoever, all the animations were accurate (minus the faces of course). I'm just hoping to get the facial animations (the "fa" folder) working in order to complete the emote animations and have them fully recreated in Blender.
Logged
spiritovod
Global Moderator
Hero Member
*****
Posts: 2219


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #10 on: March 23, 2024, 21:00 »

@MHURFan: If a game is using one skeleton for everything, it's retargeting by design. Though it may be confusing, as particular implementations can be differerent - for example, if all bones for various characters are merged into single skeleton and every mesh/anim is using them without actually addressing retargeting sources, the result would be usual animations (which is closer to this particular case). And also there may be other factors affecting results, which are not parsed in umodel, or some game specifics. I can only suggest to check gltf output for possible differences.
Logged
MHURFan
Newbie
*
Posts: 6


View Profile
Re: MY HERO ULTRA RUMBLE
« Reply #11 on: March 24, 2024, 03:53 »

@spiritovod: Thanks for your explanation and your help! I had a look, and I can now see what you're talking about, there's definitely unused bones in all the characters that reference one specific character.

Although, I got curious and decided to try another plugin which is also unmaintained and somehow this one works perfectly! It was seemingly able to import all the facial animations and emote animations I tried with no issues.

Thank you again for the help and insight. I'll keep it all in mind if I have any future issues, I could maybe write a script to "repair" things if I can see some sort of pattern in the errors/offsets. I also didn't realise UModel could export the GLTF format which could also help me.
Logged
Jump to:  

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