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Author Topic: Final Fantasy VII Rebirth  (Read 32541 times)
spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #15 on: February 02, 2025, 06:10 »

@meltdown: Like the previous game it's using its own audio format SQEXSEAD (sab/mab files). Since existing tools doesn't parse engine related references for proper names, you can simply extract respective audio uassets as-is via "save packages" option, and then convert them with latest AudioMog. Alternatively, you can use attached quickbms script to extract sab/mab from uassets and then use them with other tools which can work with those formats.

But since such things are out of scope of umodel, please refrain from discussing audio related issues or problems with other tools mentioned above.

* final_fantasy_7_rebirth_sqexsead.bms (0.66 KB - downloaded 524 times.)
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kamelot
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Re: Final Fantasy VII Rebirth
« Reply #16 on: February 02, 2025, 11:25 »

Thank you, it is wonderful.
I am looking for the motion for the Mega Flare of Bahamut. I can't find it in the motions folder.
If it is updated, is there any chance that the animations that could not be loaded will be able to be loaded and the number of animations will increase?
« Last Edit: February 02, 2025, 11:27 by kamelot » Logged
meltdown
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Re: Final Fantasy VII Rebirth
« Reply #17 on: February 02, 2025, 14:37 »

@meltdown: Like the previous game it's using its own audio format SQEXSEAD (sab/mab files). Since existing tools doesn't parse engine related references for proper names, you can simply extract respective audio uassets as-is via "save packages" option, and then convert them with latest AudioMog. Alternatively, you can use attached quickbms script to extract sab/mab from uassets and then use them with other tools which can work with those formats.

But since such things are out of scope of umodel, please refrain from discussing audio related issues or problems with other tools mentioned above.

Thank you very much for the quick response!
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #18 on: February 02, 2025, 17:33 »

@kamelot: Animations are also stored in Cut\Game\ folder. I didn't test much, but they should work too. For facial animations only head is animated, for motion animations they're placed relatively to the map and you need to focus on the mesh by pressing "F" after selecting such animation in the viewer, otherwise you may not see it. If you know character/NPC/creature code, you can easily find most related animations by performing full scan and using filter by name + sorting by anims in flat view mode - for example, all Tifa's animations has PC0002 in the name.
« Last Edit: February 02, 2025, 17:39 by spiritovod » Logged
sharppy2
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Re: Final Fantasy VII Rebirth
« Reply #19 on: February 02, 2025, 21:11 »

Animations work fine not sure what all the confusion is about. Append animations to mesh and export at .gltf. Done.
https://youtu.be/rXJjLw_BBEA?si=Fm_Hws89LN2b2Tia
« Last Edit: February 02, 2025, 21:14 by sharppy2 » Logged
kamelot
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Re: Final Fantasy VII Rebirth
« Reply #20 on: February 03, 2025, 00:37 »

@SpiritoVod Thank you! Found it.
It was in another location, but I didn't look hard enough. Sorry.
Now if you could solve the problem when the character changes direction and the crash when some motions are loaded, it would be great.
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #21 on: February 03, 2025, 01:42 »

@kamelot: If some animations are crashing for you or they look noticeably broken, feel free to report them (provide assets names), just make sure you're using latest specific build before doing so. If you're not sure, download it again from the first post.
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kamelot
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Re: Final Fantasy VII Rebirth
« Reply #22 on: February 05, 2025, 17:23 »

Quite a few of the models in the Environment as well as the animations crash when loaded.
An example is the "fitting room."
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #23 on: February 06, 2025, 21:25 »

@kamelot: Environment folder contains only static meshes, which are not supported at the moment (see the first post). You may be able to occasionally open some of them, like mentioned here, but those are rather exceptions.
As for problem animations, you still didn't provide any particular filenames. But to clarify things, batch animations search is not recommended - for some characters there can be too many of them to bump into system limits while trying to load all of them at once, which is not not an umodel issue.
« Last Edit: April 13, 2025, 19:39 by spiritovod » Logged
allenweisse
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Re: Final Fantasy VII Rebirth
« Reply #24 on: February 08, 2025, 18:55 »

Ah, so I see now, it's a nanite issue. It's very unfortunate, because I see these models have normal maps and therefore had optimized topology before they were imported as nanite.

Is it the case that the original topology information simply hasn't been shipped?
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lologp500
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Re: Final Fantasy VII Rebirth
« Reply #25 on: February 11, 2025, 02:58 »

Hi, I have the following error in a mesh, in case it helps.

FStaticMeshLODModel4<< <- TArray::Serialize: 0/1 <- UStaticMesh4::Serialize <- LoadObject: StaticMesh4'MaterialSwitchbox_01_6thUnder_DevEnv_140-SBIL0_Layout__CMPNY_120-F65F66LaboratoryA_scaled.MaterialSwitchbox_01_6thUnder_DevEnv_140-SBIL0_Layout__CMPNY_120-F65F66LaboratoryA_scaled', pos=1ADCB, ver=522/0, game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /End/Content/Environment/Plus/6thUnder/Model/Pr/MaterialSwitchbox_01_6thUnder_DevEnv_140-SBIL0_Layout__CMPNY_120-F65F66LaboratoryA_scaled.uasset <- CUmodelApp::ShowPackageUI <- CUmodelApp::ProcessKey: key=6F, down=1 <- VisualizerLoop <- Main: umodel_build=1579 based fix4
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Lampion
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Re: Final Fantasy VII Rebirth
« Reply #26 on: February 11, 2025, 04:01 »

spiritovod has already pleaded in the first post to NOT report issues with static meshes.
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lologp500
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Re: Final Fantasy VII Rebirth
« Reply #27 on: February 11, 2025, 12:15 »

Ahh ok, sorry
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Skykila
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Re: Final Fantasy VII Rebirth
« Reply #28 on: February 12, 2025, 08:20 »

This animations don't work:
End/Content/Motion/Player/PC0010_Sephiroth/Battle00/B_Run01_0_R90.uasset
End/Content/Motion/Player/PC0010_Sephiroth_Transform/Battle00/B_Run01_0_R90.uasset
End/Content/Motion/Player/PC0003_Aerith/Battle00/B_AtkLimit03_0.uasset

Code:
ERROR: assertion failed: Seq->RawAnimationData.Num() == NumTracks
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #29 on: February 12, 2025, 18:02 »

@Skykila: It should be fixed now in the updated build. They're using different combinations of how tracks and curves are compressed, and with the latest update 4 combinations are supported (though curves are not parsed anyway).

@allenweisse: I'm not an expert, but apparently they've used nanites only to benefit from related gpu optimizations, like drawing only visible mesh parts. While usually there is minimum quality (base geometry) and the rest is dynamically reconstructed for various lods, here minimum quality is target quality for one high detailed lod(?). I guess in result you should not see lods with significantly degraded below target geometry, which prevents low poly lods from occasionally appearing close to the player (or things like that).     
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