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Author Topic: Final Fantasy VII Rebirth  (Read 34516 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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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 338 times.)
« Last Edit: January 18, 2026, 01:36 by Drawing » Logged
TerryXX
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Re: Final Fantasy VII Rebirth
« Reply #51 on: June 05, 2026, 16:53 »

Hi spiritovod with the latest patch of the game they changed the system and so now Umodel doesn't work anymore, here is the new error:
FIOStoreFile::Seek: file=9405 <- CTypeInfo::SerializeUnversionedProperties4: Type=USkeletalMesh4 <- UObject::Serialize <- USkeletalMesh4::Serialize <- LoadObject: SkeletalMesh4'PC0005_00.PC0005_00', pos=4EEC, ver=522/0, game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /End/Content/Character/Player/PC0005_00_Yuffie_Standard/Model/PC0005_00.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix6  If you need any files let me know, thanks a lot.
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rotten-eyed
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Re: Final Fantasy VII Rebirth
« Reply #52 on: June 06, 2026, 22:44 »

I also get an error as of today for any skeletal mesh or textures.

assertion failed: Pos >= 0 && Pos <= UncompressedSize

FIOStoreFile::Seek: file=1138 <- CTypeInfo::SerializeUnversionedProperties4: Type=UTexture2D <- UObject::Serialize <- UTexture3::Serialize4 <- UTexture2D::Serialize4 <- UTexture2D::Serialize <- LoadObject: Texture2D'NP0002_00_Eye_C.NP0002_00_Eye_C', pos=3FD, ver=522/0, game=ue4.26 <- UObject::EndLoad <- LoadWholePackage: /End/Content/Character/NonPlayer/NP0002_00_Jessie_Standard/Texture/NP0002_00_Eye_C.uasset <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1579 based fix3
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spiritovod
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Re: Final Fantasy VII Rebirth
« Reply #53 on: June 08, 2026, 00:05 »

@TerryXX, @rotten-eyed: They've switched to unversioned properties now. I've updated specific build to support latest game version, but it's highly recommended to use version 1.004 or below for proper results. For latest version I can only fix possible crashes, but not improve compatibility in case of inconsistencies.

Aside from that, some static meshes which should be loadable in general (like accessories), but were not due to missed implementation, are now supported as well. Note about static meshes from the first post is still applied though.


* Clipboard01.jpg (142.46 KB, 2549x1239 - viewed 64 times.)
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TerryXX
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Re: Final Fantasy VII Rebirth
« Reply #54 on: June 10, 2026, 04:30 »

Thx spiritovod
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