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Author Topic: inZOI  (Read 5759 times)
wumoxh
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Re: inZOI
« Reply #15 on: May 17, 2025, 15:22 »

I used a QuickBMS script targeting the original paks folder to overwrite the files, then extracted some folders with umodel_materials_ue5, but there are no animations. I want to extract animations, especially head animations. What should I do?
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spiritovod
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Re: inZOI
« Reply #16 on: May 17, 2025, 22:55 »

@wumoxh: You can export only currently added to the mesh animations, that's specifics of UE5 build. Open a mesh, add required animations manually or use animation search, then export the mesh. Though since the game is using retargeting via master skeleton for all character animations, it's recommended to add and export only compatible animations manually. As for facial animations, I guess it's not possible to export them, since they're using animation curves for morphs targets, which is not supported by umodel.
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wumoxh
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Re: inZOI
« Reply #17 on: May 18, 2025, 07:07 »

Thank you so much for your guidance.
I encountered some confusion during my operation.
I found SKM_Male_Base, opened it, pressed CTRL+A to select animations, then CTRL+X to export the current object, resulting in a 14.7GB .psa file.
Next, I opened the package and checked that "Tools → Interface → Popup options on export" was already enabled.
I navigated to Anims/DanceStudio/Male, right-clicked, and selected "Export folder content", but it didn’t export individual .psa files.
I reviewed YouTube tutorials, but since this is my first time exporting animations this way, the results didn’t match, leaving me confused.
Is this normal (only exporting a single .psa), or did I make a mistake?
If facial animations can’t be exported, that’s okay. I really love uModel and truly appreciate your help!
« Last Edit: May 19, 2025, 01:16 by spiritovod » Logged
spiritovod
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Re: inZOI
« Reply #18 on: May 19, 2025, 02:16 »

@wumoxh: Export from the viewer and export from directory tree are working differently, therefore export from directory tree doesn't work as expected for UE5 games (and also for some UE4 games as well). Like it was already said, you can export only a few selected animations if needed by adding them manually to currently loaded mesh with "append" option, but they will be exported to single psa anyway. I've added option to allow creating separate files for each exported animation (psk/psa only). This option is available in export window in the updated build.

Alternatively, you can export to gltf, in such case included animations will be available as separate NLA tracks with proper animation names in other tools upon import. It's also recommended because some meshes have up to 8 weights here, while it's supported only for gltf export with respective option.
« Last Edit: May 19, 2025, 02:24 by spiritovod » Logged
wumoxh
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Re: inZOI
« Reply #19 on: May 20, 2025, 06:31 »

Thank you so much for your guidance.
I was finally able to successfully export individual PSA files!

I have very little experience with glTF, only knowing that Blender can import it.
If my main goal is to extract animations and retarget them using FBX,
would it be more convenient to use PSA or glTF?
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spiritovod
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Re: inZOI
« Reply #20 on: May 20, 2025, 16:17 »

@wumoxh: It's up to the user to decide which output to use. If you see notice about renormalized weights in umodel logs after opening a mesh, that means it's using more than 4 weights and it can be properly exported only to gltf at the moment. But mesh imported via gltf will not be compatible with psa animations, since existing import plugins are using different way to load them. Basically, it's either gltf for both mesh/animations or psk/psa, unless you understand how to fix inconsistencies between different formats manually. I can't help with third party tools though.
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wumoxh
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Re: inZOI
« Reply #21 on: May 21, 2025, 04:31 »

Thank you so much for your guidance.
PSA/PSk has been working great for me so far. I really appreciate having such an amazing tool.
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