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Author Topic: Character made up of multiple models with different scales  (Read 808 times)
eldomtom2
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Character made up of multiple models with different scales
« on: March 21, 2026, 20:10 »

Is there any way to import the correct scale so both the models have the correct scale relative to each other?
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spiritovod
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Re: Character made up of multiple models with different scales
« Reply #1 on: March 21, 2026, 21:47 »

@eldomtom2: Could you provide more info about the issue, like the game name and names of particular meshes. Without samples it's hard to tell if it's some game specifics or incorrect scaling of packed geometry.
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eldomtom2
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Re: Character made up of multiple models with different scales
« Reply #2 on: March 27, 2026, 19:41 »

The games are Train Sim World: Thomas visits the West Somerset Railway and Thomas & Friends: Wonders of Sodor. The faces are separate from the main models of the engines, and have different scales when imported. I'm not sure how to produce a full tree of the model files for an engine.
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spiritovod
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Re: Character made up of multiple models with different scales
« Reply #3 on: March 27, 2026, 22:14 »

@eldomtom2: I only looked at the second game and face meshes don't share the same skeleton with the body. You can combine cab, body and exterior, because they're linked to the same skeleton - but for the face you should either scale it manually, find respective parameter in blueprints (if any) or just dump in-game geometry via a graphic debugger (it would be already scaled). Meshes have bounds properties, but it's usually serving different purposes.
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eldomtom2
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Re: Character made up of multiple models with different scales
« Reply #4 on: April 02, 2026, 23:13 »

Thanks for your help. Do you know of any guides on how to scale with blueprints or how to dump in-game geometry?
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spiritovod
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Re: Character made up of multiple models with different scales
« Reply #5 on: April 08, 2026, 20:15 »

@eldomtom2: Sorry for late reply. I just thought that maybe for your case, if you want to dump in-game graphics, it would be enough to use some graphic rippers with DirectX12 support, like Ninja Ripper. If it will not work, look for tutorials about general usage of graphic debuggers such as Renderdoc, Intel GPA, Nvidia Nsight. Personally I don't deal with them much to recommend some guides suitable for beginners.
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eldomtom2
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Re: Character made up of multiple models with different scales
« Reply #6 on: April 23, 2026, 02:22 »

For anyone who comes across this and needs help, in this case I managed to get the precise numbers for position and scaling from UAssetGUI, they're in an AggregatedSkeletalMeshComponent in the characters' RVV_[charactername].uasset file.
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