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Author Topic: Final Fantasy VII Rebirth  (Read 32539 times)
Skykila
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Re: Final Fantasy VII Rebirth
« Reply #45 on: September 14, 2025, 12:07 »

Quote
UAnimSequence4::Serialize <- LoadObject: AnimSequence4'EV_JUNOE_0330_PC0000_00_C0030_FA.EV_JUNOE_0330_PC0000_00_C0030_FA', pos=3683C, ver=522/0, game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /End/Content/Cut/Game/8200-JUNOE/EV_JUNOE_0330/Facial/JP/EV_JUNOE_0330_PC0000_00_C0030_FA.uasset <- Load: 8765/14577 <- CSkelMeshViewer::FindUE4Animations <- CSkelMeshViewer::AttachAnimSet <- CSkelMeshViewer::ProcessKey <- CUmodelApp::ProcessKey: key=80000061, down=1 <- VisualizerLoop <- Main: umodel_build=1579 based fix2 Roll Eyes
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Oscar Wilde
spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #46 on: September 15, 2025, 00:16 »

@Skykila: I can't reproduce this issue, most likely it's similar to the one mentioned in this post, which is related to either corrupted files, or memory management by the system, or multithreading issues not reproducible on my hardware. Like it was already mentioned above, it's better to preview or export only selected required animations - it's a rough calculation, but loading all 15k animations for Cloud at once would probably require more than 32GB memory.
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Skykila
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Re: Final Fantasy VII Rebirth
« Reply #47 on: September 19, 2025, 13:17 »

this animation really doesn't work, I checked it 4 times.

Code:
USkeleton::ConvertAnims: Skel=PC0000_00_Skeleton Anim=G_Guard01_F2 <- UAnimSequence4::PostLoad <- PostLoad: G_Guard01_F2 <- UObject::EndLoad <- LoadWholePackage: /End/Content/Motion/Level/GBike01/PC0000_Cloud/G_Guard01_F2.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1579 based fix2
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I have the simplest tastes. I am always satisfied with the best.
Oscar Wilde
spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #48 on: September 19, 2025, 22:29 »

@Skykila: It should be fixed now in the updated build. With the current update 6 combinations of animation settings are supported.
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Skykila
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Re: Final Fantasy VII Rebirth
« Reply #49 on: September 20, 2025, 11:30 »

@spiritovod, many thanks!
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Oscar Wilde
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Re: Final Fantasy VII Rebirth
« Reply #50 on: January 18, 2026, 01:14 »

I exported a animated model in gltf using latest version of the modified umodel, However this is how it looks on blender (see attachment). I just CTRL + A animation to the model, maybe that was the error.

Do you know where the anims are stored? I ll try to append them 1 by 1 to see if something change.

EDIT: Solved. I was using the "scaledown" version.


* Screenshot_57.png (162.64 KB, 608x490 - viewed 260 times.)
« Last Edit: January 18, 2026, 01:36 by Drawing » Logged
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