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Author Topic: Delta Force: Hawk Ops  (Read 36854 times)
Dlinear
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Re: Delta Force: Hawk Ops
« Reply #30 on: July 19, 2026, 20:02 »

@yjh45: This is additive animation, currently they're not supported in specific build directly (though generally they are, see here). There are some third-party solutions mentioned in this topic, and fmodel supports additive anims as well (I guess).

Since campaign mode (Black Hawk Down) is using different engine and shipped separately from main game, I've created separate topic for it and added reference to the first post.
I have found an arm model with its skeleton, as well as a gun model and its animations. However, when I import the gun animation onto the arm model, it gets twisted into a knot. What could be the reason for this? Could I ask for your advice? The software I am using is Blender. For example, when I import the "SMG_M_1P_Fire" animation onto the arm, the issue appears as shown in the attached illustration.In addition, if I use NLA animation, first import the weapon's "SMG_M_1P_Idle" and then import "SMG_M_1P_Fire", and then use "multiple", it becomes relatively normal but still does not match perfectly. What causes this? Is it due to additive animation? And how can I solve it?Thank you in advance for your time and insights!]


* [1%QNDX0$LGAKG$9VU69YSX.png (450.95 KB, 2493x1188 - viewed 24 times.)
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spiritovod
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Re: Delta Force: Hawk Ops
« Reply #31 on: July 20, 2026, 22:06 »

@Dlinear: Aside from those two topics from quoted post I recommend to read this topic. It has some explanations for blender specifics when you're working with gltf export, which have both usual and additive animations included. I was also told that gltf importer in blender may produce confusing results in some cases, which can be game specific. Since the game in question (Hawk Ops) is UE4 game, you can see if an animation is an additive one by respective flag at the bottom of the viewer while previewing the animation. Also, some animations may use additional post-processing not included in the export, or complex retargeting. For a start, make sure you can load usual (non-additive) animation to respective mesh with expected results, and compare with umodel preview of the same animation with retargering disabled (you can switch it with Ctrl+R). Essensially, export should look the same for gltf as with disabled retargeting in the viewer.

As for retargeting and additive animations, personally I can only elaborate about ActorX importer behavior (for psk/psa in 3ds max) and maybe about the solution provided by peterzhenhh in one of the mentioned topics. For any extended help it would be better to ask in respective communities.
« Last Edit: July 20, 2026, 22:13 by spiritovod » Logged
Dlinear
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Re: Delta Force: Hawk Ops
« Reply #32 on: July 21, 2026, 06:46 »

@spiritovod Thanks for your help. Actually I'm using PSK/PSA, not glTF, and I haven't tried retargeting yet but I will, so based on PSK/PSA is there any good solution for this issue? :'(
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spiritovod
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Re: Delta Force: Hawk Ops
« Reply #33 on: July 21, 2026, 15:59 »

@Dlinear: For psk/psa some issues can be caused by modern importer, try to use legacy ones (this one or this), which should produce the same result as in the viewer. Also like explained in my post above, if the animation looks the same in umodel's preview and it's an additive one, I doubt that I can suggest anything helpful beyond things already mentioned in quoted post and other mentioned topics.
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