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Author Topic: Final Fantasy VII Rebirth  (Read 32541 times)
garywood
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Re: Final Fantasy VII Rebirth
« Reply #30 on: February 14, 2025, 08:35 »

Do you expect static mesh support to become available in future updates? Or is there some kind of inherent limit here that blocks off that possibility?
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #31 on: February 14, 2025, 17:42 »

@garywood: I don't know, really. I can only suggest to follow id-daemon's project from here, where it would be possible to export the whole maps.
« Last Edit: March 29, 2025, 17:21 by spiritovod » Logged
Drawing
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Re: Final Fantasy VII Rebirth
« Reply #32 on: February 22, 2025, 00:10 »

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

How did you export bahamut animations?

When I load the mesh and press ctrl+A to bind animations I got this error.

« Last Edit: February 22, 2025, 00:14 by Drawing » Logged
spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #33 on: February 22, 2025, 03:09 »

@Drawing: It should be fixed now in the updated build, along with another related issue. But in general you can always load only selected animations to mesh by appending them manually with respective option. It's recommended for such large games and games with retargeting, where all animations can be retargeted though single master skeleton and by using animation search you will try to load all of them at once, which may produce crash due to system limitations.
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catYYmao
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Re: Final Fantasy VII Rebirth
« Reply #34 on: March 15, 2025, 12:23 »

I received an error.
UAnimSequence4::Serialize <- LoadObject: AnimSequence4'EV_GOLDE_8010_EB2090_00_C0040_FA.EV_GOLDE_8010_EB2090_00_C0040_FA', pos=209EC, ver=522/0, game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /End/Content/Cut/Game/8400-GOLDE/EV_GOLDE_8010/Facial/JP/EV_GOLDE_8010_EB2090_00_C0040_FA.uasset <- Load: 262/674 <- CSkelMeshViewer::FindUE4Animations <- CSkelMeshViewer::AttachAnimSet <- UIMenuItem::HandleCommand <- UIMenuItem::HandleCommand <- CUmodelApp::WndProc <- VisualizerLoop <- Main: umodel_build=1579 based fix6
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #35 on: March 16, 2025, 04:51 »

@catYYmao: I can't reproduce the issue with latest game version from steam. Though it was already mentioned above that it's not recommended to use animation search for loading all compatible animations at once. Also instead of creating multiple posts about the same issue you can edit initial post by using "Modify" button and add more info there.

Update: For this particular case I was able to load all 674 compatible animations via animations search, so it's not an issue either.


* Clipboard01.jpg (89.18 KB, 2523x1239 - viewed 742 times.)
« Last Edit: March 16, 2025, 19:06 by spiritovod » Logged
FrozSakura
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Re: Final Fantasy VII Rebirth
« Reply #36 on: March 29, 2025, 09:48 »

i just want to know where the map file/model is,i'd like to port it to another game but after 2hours serach but  nothing about map
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #37 on: March 29, 2025, 17:42 »

@FrozSakura: It was already mentioned a few posts above: https://www.gildor.org/smf/index.php/topic,9160.msg48532.html#msg48532
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kamelot
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Re: Final Fantasy VII Rebirth
« Reply #38 on: April 12, 2025, 04:19 »

Some models will pop out their eyeballs when an animation is loaded.
Or their faces appear to be squashed.
For example, if a MA0004 motion is loaded on a MA0010 kitten.
This can be seen on other animals as well.
« Last Edit: April 12, 2025, 04:22 by kamelot » Logged
spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #39 on: April 13, 2025, 19:50 »

@kamelot: Apparently the game is using retargeting for some generic models like animals. That's why retargeted animations are also applied upon animation search. You can tell it by switching retargeting mode to "force mesh translation" (Ctrl+R) and playing retargeted animation in the viewer. Animations aimed directly for the model (for example MA0010 animation on MA0010 model) looks correct out of the box.
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kamelot
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Re: Final Fantasy VII Rebirth
« Reply #40 on: April 14, 2025, 08:33 »

Thank you, I did not know about that feature.
It seems that some of the axes of the character are off, but the animation is applied and the animal's face is no longer broken.

However, the exported file still had a distorted face.
I tried a number of options when exporting, but to no avail.
« Last Edit: April 14, 2025, 14:51 by spiritovod » Logged
spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #41 on: April 14, 2025, 14:50 »

@kamelot: It should be done manually in third-party tools like blender or 3ds max, but their usage is out of scope of the forum. Though there is ActorX importer for 3ds max (in downloads section) which can do around the same with respective option.
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kamelot
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Re: Final Fantasy VII Rebirth
« Reply #42 on: April 14, 2025, 18:20 »

I do use Blender, so I'll give it a try for study purposes. Thanks.
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jones45
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Re: Final Fantasy VII Rebirth
« Reply #43 on: June 23, 2025, 23:08 »

appMalloc: size=-2147483648 (total=402 Mbytes) <- CTextureData::Decompress: fmt=PF_BC6H(64) <- ExportTexture <- ExportMaterial: Texture2D'T_IslandSky_Galaxy' <- ExportObject: Texture2D'T_IslandSky_Galaxy' <- UIMenuItem::HandleCommand <- UIMenuItem::HandleCommand <- CUmodelApp::WndProc <- VisualizerLoop <- Main: umodel_build=1579 based

Is there a way to fix the exporting of all of the hdr sky textures? All of them load in UModel but only some of them export while others do not like T_IslandSky_Galaxy. It seems to be the 16k textures it has trouble with.
/End/Content/Lighting/SkyTexture/T_IslandSky_Galaxy.uasset


* T_IslandSky_Galaxy.png (244.16 KB, 789x635 - viewed 576 times.)
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #44 on: June 25, 2025, 22:34 »

@jones45: The problem is that umodel is still 32-bit app in most parts. As result, it can't properly export textures larger than 8k*8k (float/HDR) or 16k*16k (for other formats). Preview works fine, because textures are loaded directly to GPU in this case, which requires four times less memory. Without rewriting the whole memory management, which is hardly possible, I can only provide workaround to export large textures in parts, if they can't be exported with single call (similar to texture arrays). I've updated specific build with this workaround, feel free to test it.
« Last Edit: June 25, 2025, 23:52 by spiritovod » Logged
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