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Author Topic: The Seven Deadly Sins: Origin  (Read 3453 times)
spiritovod
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The Seven Deadly Sins: Origin
« on: October 31, 2025, 04:40 »

Game: The Seven Deadly Sins: Origin (steam page)
UE5 version: 5.5
AES key: in the same place as usual (link)

Mostly supported with specific build from this topic. For general limitations and possible issues please read this topic.

To avoid issues with some animations you may use retargeting via more simplified skeletons for playable characters. You can read brief explanation how it can be used in this topic (use "_Screenshot" meshes as base ones). Though not all characters have respective meshes with simplified skeletons.


* Clipboard01.jpg (118.03 KB, 2556x1233 - viewed 665 times.)

* Clipboard02.jpg (129.62 KB, 2560x1246 - viewed 495 times.)
« Last Edit: November 18, 2025, 20:33 by spiritovod » Logged
spiritovod
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Re: The Seven Deadly Sins: Origin
« Reply #1 on: November 14, 2025, 19:31 »

Backup for pc beta version is available in the game topic at rin forums. For password see rin forums FAQ.
All further posts related to this matter will be removed from this topic.
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RedBear
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Re: The Seven Deadly Sins: Origin
« Reply #2 on: November 17, 2025, 15:54 »

Greetings, spiritovod.
Thanks for the info about the backup for the PC beta version.
Can you tell me why I can't see any meshes?
Is this a backup issue or a specific version of umodel_materials_ue5?


* startup_options.png (19.54 KB, 502x378 - viewed 356 times.)

* no_meshes.png (51.15 KB, 1097x694 - viewed 347 times.)
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spiritovod
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Re: The Seven Deadly Sins: Origin
« Reply #3 on: November 17, 2025, 18:48 »

@RedBear: If you have full backup, make sure you're opening the root folder in umodel, because packages are stored in a few different subfolders. If you have only the launcher and used it to download the rest, check if packages were downloaded to the launcher folder - depending on windows settings, some games are storing them in user_profile\AppData\Local\project_name instead (for this game project name is "SevenDeadlySins").

Actually most games where base game works as a launcher to download the rest of resources at the first launch are using this approach.
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RedBear
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Re: The Seven Deadly Sins: Origin
« Reply #4 on: November 18, 2025, 06:22 »

@spiritovod: I didn't know that packages were stored in a few different subfolders, so I always opened 'Packs' folder in .model. Now I open 'SDSO' folder in umodel and now I can see all the meshes. Thanks for the help.
However, I've now encountered a new problem. For some reason, the character's hands aren't displayed correctly during animation playback, regardless of the animation retargeting mode. Is there any way to fix this?


* default.png (110.37 KB, 802x652 - viewed 298 times.)

* force_mesh_translation.png (109.5 KB, 802x652 - viewed 268 times.)

* disabled.png (110.56 KB, 802x652 - viewed 279 times.)
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spiritovod
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Re: The Seven Deadly Sins: Origin
« Reply #5 on: November 18, 2025, 20:41 »

@RedBear: Apparently the game is using IK rigs for animations retargeting related to playable characters (and maybe some others). Probably due to that default skeletons has more complex structure with what looks like duplicates and extra bones for additional processing. As result, some animations doesn't look properly - though skeleton-wise they're more or less correct, you can preview animation with skeleton only (press "S" to switch how skeleton is shown).  

As a workaround, you may use retargeting via more simplified skeletons linked to "_Screenshot" meshes. Though not all characters have such meshes or simplified skeletons. I've updated the first post with respective info.

It's also possible that animations are using reference pose from referenced animations, but they're not parsed in UE5 build like most other properties.


* Clipboard01.jpg (120.66 KB, 2545x1245 - viewed 264 times.)
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