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Author Topic: Hawken Reborn  (Read 257 times)
spiritovod
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Hawken Reborn
« on: May 17, 2025, 04:47 »

Game: Hawken Reborn (steam page)
UE4 version: 4.27
AES key: in the same place as usual (link)

Most things works fine with latest official umodel build. To avoid issues with some static meshes use specific umodel build from this topic - no special override is required, simply choose proper engine version.


* Clipboard01.jpg (116.08 KB, 2554x1241 - viewed 94 times.)
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allenweisse
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Re: Hawken Reborn
« Reply #1 on: June 11, 2025, 00:08 »

Hello. I'm noticing animation issues when importing the .glTF or .psk/.psa into various engines.

When I import .glTF into blender or Babylon.js, the non-additive animations seem to have strange offsets in rotation/position.
When I import into official Khronos .glTF viewer, it seems fine- it is as it appears in umodel.

I tried .psk/.psa into Blender, same issue.

I wonder if this is having to do with node bones vs. tail-head, or perhaps starting pose being incorrect, but I am unsure.

E.g.
/Game/Hawken2/Meshes/Mechs/Skeleton/Zos.uasset
/Game/Hawken2/Meshes/Mechs/Skeleton/Light__Combined_Skeleton.uasset
/Game/Hawken2/Meshes/Mechs/Skeleton/LightAnims/Light_Fall_Loop.uasset


* Screenshot 2025-06-10 160154.png (455.37 KB, 1025x670 - viewed 24 times.)
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spiritovod
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Re: Hawken Reborn
« Reply #2 on: June 11, 2025, 03:46 »

@allenweisse: I've checked gltf export from official build and "materials" one and couldn't see any noticeable visual differences in the imported to 4.1 blender with default settings animation, compared to the viewer. The only possible inconsistency is that the mentioned animation looks like slightly retargeted (if you switch between "default" and "disabled" retargeting modes in the viewer with Ctrl+R, "disabled" is what you're exporting). But I guess it's rather related to some game specifics and probably you're not supposed to see that difference in actual game. If you're not sure, set retargeting mode to "disabled" in the viewer, then play animation by frames with "<" / ">" and compare them closely with blender's. Though from some discussions in other topics people suggested to use Godot for importing gltf, it has less issues with edge cases.

I've also improved materials handling for the game in specific materials build. There was some false detection in the patterns, it's now fixed.
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allenweisse
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Re: Hawken Reborn
« Reply #3 on: June 11, 2025, 04:17 »

Thanks for the reply.

Indeed it imports into Godot as .glTF perfectly, thanks for the suggestion. Weird that it imported fine on your end, I tried with fresh portable blender 4.1 and your new _materials build, but the bones are still disjointed.

I guess I'll just use Godot as a bridge in this case.

Edit: And I'd just like to confirm that Umodel > Godot > Blender fixes it.
« Last Edit: June 11, 2025, 04:21 by allenweisse » Logged
spiritovod
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Re: Hawken Reborn
« Reply #4 on: June 11, 2025, 05:13 »

@allenweisse: Could you please check if it looks the same way (i.e. broken) when exported from official build? If it will look normal, maybe you're using "export all bone weights" option in materials builds, which is not required for this game. But blender doesn't handle respective gltf nodes properly, if they're partially or totally empty. Though if re-exported via Godot, it doesn't matter.
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allenweisse
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Re: Hawken Reborn
« Reply #5 on: June 11, 2025, 05:31 »

I checked with umodel_64.exe glTF export and it still imports into blender with the same issue.
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spiritovod
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Re: Hawken Reborn
« Reply #6 on: June 13, 2025, 00:21 »

@allenweisse: I've tried more recent blender version, but couldn't reproduce the issue either. Looking at your screenshot, you have two objects loaded in blender - probably you're exporting / importing things a bit differently. Try to open the Zos mesh in the viewer (first path in your example), then append Light_Fall_Loop animation to it with append option (third path in your example), then export current set with Ctrl+X to gltf. Upon importing result gltf to blender it should show something like on the attached screenshots (one object with mesh name). Import will contain animation as well, already applied and available for playing/editing in blender. In case of multiple exported animations they should be available as separate tracks upon import.


* Clipboard_test1.jpg (246.18 KB, 2544x1345 - viewed 11 times.)

* Clipboard_test2.jpg (245 KB, 2551x1348 - viewed 7 times.)
« Last Edit: June 13, 2025, 00:23 by spiritovod » Logged
allenweisse
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Re: Hawken Reborn
« Reply #7 on: June 15, 2025, 06:40 »

Aha, so,

I manually appended the singular animation, it imported properly.

https://files.catbox.moe/pgpy27.mp4

However, if I instead Ctrl + A > Export, I get the broken result:

https://files.catbox.moe/sa5ggj.mp4

Again, my wild guess is that a default pose is being incorrectly applied to all animations when in fact it varies (if in fact that's how it works-- I have no clue).

Thanks for being so thorough.
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spiritovod
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Re: Hawken Reborn
« Reply #8 on: June 15, 2025, 20:40 »

@allenweisse: I guess that's blender specifics. It's loading first animation from gltf as action clip, while the rest is loaded as nla tracks. If the first animation is additive (like in this case), all nla tracks will be applied to additive pose rather than base one. You can preview separate animations with default pose via NLA Editor by muting all other tracks with star/eye icon near track name. The rest is up to the user and rather related to how blender works with animations in general. Alternatively, you can manually append one non-additive animation to the mesh in umodel, then Ctrl+A, then export - this way first animation and base action clip in blender will use default pose (which should be the same for all non-retargeted and non-additive animations compatible with this skeleton) and it would be more like what's you've expected. Though it's very rough explanation, as I'm not familiar with most those things.
« Last Edit: June 15, 2025, 20:49 by spiritovod » Logged
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