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Author Topic: [UE5] SOL: Enchant  (Read 339 times)
spiritovod
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[UE5] SOL: Enchant
« on: June 18, 2026, 23:14 »

Game: SOL: Enchant (official site / playmarket)
UE5 version: 5.6
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.


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zxhxy
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Re: [UE5] SOL: Enchant
« Reply #1 on: June 24, 2026, 19:38 »

Hey @spiritovod, a large portion of the animations are facing the wrong direction, somewhat similar to the issue with RF Online Next. Could you take a look?


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spiritovod
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Re: [UE5] SOL: Enchant
« Reply #2 on: June 27, 2026, 00:00 »

@zxhxy: I could create a fix specifically for this game, but I would prefer some more general solution, which requires more time for testing. Could you please tell if you ever bumped in similar issue in other UE5 games rather than RF Online and this one (with animations that are clearly not additive ones).
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zxhxy
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Re: [UE5] SOL: Enchant
« Reply #3 on: June 27, 2026, 06:07 »

@zxhxy: I could create a fix specifically for this game, but I would prefer some more general solution, which requires more time for testing. Could you please tell if you ever bumped in similar issue in other UE5 games rather than RF Online and this one (with animations that are clearly not additive ones).
So far, in my testing, only these two games have this issue, and it only appears in certain parts of the content; not all characters are affected.

I'm also puzzled about the cause of the problem. However, after trying to import it into other software, I discovered that all the problematic animations have a 90° flip along the x-axis in world coordinates. Correcting this to 0 restores the correct behavior.
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spiritovod
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Re: [UE5] SOL: Enchant
« Reply #4 on: June 27, 2026, 14:37 »

@zxhxy: There are at least two other games with such problem, Architect and Eriksholm (though Architect is somehow fixed in current build). Unfortunately it's only part of the issue and you're fixing the result, not the cause. From my understanding, the core of this problem is that retargeted animation may have linked reference pose, which is different from used in the referenced skeleton. It's not currently being parsed, as UE5 build is omitting most properties. And upon restoring stripped reference pose (bind pose) for an animation from referenced skeleton instead of the linked one, result may be all over the place. I'm just trying to mitigate the issue on post-processing phase instead of modifying output, which may bring other possible issues in the future.
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zxhxy
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Re: [UE5] SOL: Enchant
« Reply #5 on: June 27, 2026, 19:45 »

@zxhxy: There are at least two other games with such problem, Architect and Eriksholm (though Architect is somehow fixed in current build). Unfortunately it's only part of the issue and you're fixing the result, not the cause. From my understanding, the core of this problem is that retargeted animation may have linked reference pose, which is different from used in the referenced skeleton. It's not currently being parsed, as UE5 build is omitting most properties. And upon restoring stripped reference pose (bind pose) for an animation from referenced skeleton instead of the linked one, result may be all over the place. I'm just trying to mitigate the issue on post-processing phase instead of modifying output, which may bring other possible issues in the future.
This is indeed a rather complex problem. I'm thinking, since we can't resolve the reference pose that references the bones, could we establish a detection mechanism to handle problematic animations? Using the root node of the reference pose as the standard value, if the attached animation causes the value of the root node to change, then correct that value to the standard value of the reference pose (only the root node needs to be modified).
« Last Edit: June 27, 2026, 19:47 by zxhxy » Logged
spiritovod
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Re: [UE5] SOL: Enchant
« Reply #6 on: June 29, 2026, 03:06 »

@zxhxy: It will not work in case when reference pose of the mesh is different than reference pose of the skeleton used by the animation (usually in such cases it's linked explicitly via properties), or in case when root bone is actually transformed by the animation. Also umodel is using different coordinates system for preview and export, which I'm definitely not going to touch.

Anyway, added "Adjust anims" option to startup screen (also available via cli) for binding reference pose from the mesh if the animation is appended to it. It may not work properly for batch export though, as different skeleton can be selected in the process, but it may be helpful for some problem cases. I would be grateful for any feedback about using it.
« Last Edit: June 29, 2026, 03:27 by spiritovod » Logged
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