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Author Topic: Animation export error  (Read 1726 times)
084ho
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Animation export error
« on: July 19, 2025, 17:42 »

I'm trying to extract character modeling using this program.

I succeeded to extract mesh, material, and texture, but animation failed. What could be the problem?


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spiritovod
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Re: Animation export error
« Reply #1 on: July 19, 2025, 18:34 »

@084ho: It's rather user error than actual issue. In this case umodel can't find skeleton, required for animations export, among opened assets. If you don't know how it works in general, it's better to open the whole game folder (extracted or not), because a lot of games are storing skeletons somewhere else and also using retargeting (which is briefly explained in this post). Also, for gltf export preferred in some cases it's not possible to export animations from directory tree or flat view - you need to open a mesh, append animations to it, then you can export all of that. I would recommend to view some tutorials about general umodel usage, starting from the one from tutorials section.  
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084ho
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Re: Animation export error
« Reply #2 on: July 19, 2025, 23:07 »

I imported the whole game and extracted the animation, and it was successful.

However, applying animation (.psa) to modeling (.psk) in blender failed.

I'm looking for the cause, it's possible to extract the animation from the umodel, but it's not possible to open it.

Can you guess what caused it?


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spiritovod
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Re: Animation export error
« Reply #3 on: July 19, 2025, 23:49 »

@084ho: I can't elaborate about issues with latest psk plugin, it's better to address such questions to its github. You can try either legacy psk plugin or just export mesh+animations to gltf, which is natively supported by blender (I've explained above how to do it). While previewing animations in the viewer you can also understand if the animation is compatible with the mesh, because the importing issue can be related to animation being incompatible with the mesh due to different skeleton. Upon export and import to blender you should get around the same result as in the umodel's viewer, except for cases with additive animations and some retargeted animations, which should be handled manually.
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