BlueRoseNote/06-DCC/Blender/导出PSK_PSA脚本 & 部分UModel AES Key.md

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# 导出PSK插件地址
- https://github.com/Befzz/blender3d_import_psk_psa/releases
- https://github.com/DarklightGames/io_scene_psk_psa/releases
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# 清空数据
bpy.ops.wm.read_factory_settings(use_empty=True)
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# PSK
```python
import bpy
import os
import math
from io_import_scene_unreal_psa_psk_280 import *
pskPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Character\\Enemy'
for root, subdirs, files in os.walk(pskPath):
for dirName in subdirs:
print(root + '\\'+ dirName)
for modelroot, modeldirs, modelfiles in os.walk(root + '\\'+ dirName +'\\Model'):
for f in modelfiles:
if f.endswith('.psk'):
psk_file = os.path.join(modelroot, f)
fbx_file = os.path.splitext(psk_file)[0] + ".fbx"
# 清空场景
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
pskimport(psk_file, bReorientBones = False)
# 使用SmoothShading
for obj in bpy.data.objects:
if obj.type=='MESH':
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = math.radians(180)
currentmesh = obj.data
for setting in currentmesh.polygons:
setting.use_smooth = True
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# 输出骨骼模型
bpy.ops.object.select_all(action='SELECT')
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bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False)
```
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直接生成fbx版本
```python
import bpy
import os
import math
from io_import_scene_unreal_psa_psk_280 import *
pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\wp\\wp0100\\04_Mesh'
for modelroot, modeldirs, modelfiles in os.walk(pskPath):
for f in modelfiles:
if f.endswith('.psk'):
psk_file = os.path.join(modelroot, f)
fbx_file = os.path.splitext(psk_file)[0] + ".fbx"
# 清空场景
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
pskimport(psk_file, bReorientBones = False)
# 使用SmoothShading
for obj in bpy.data.objects:
if obj.type=='MESH':
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = math.radians(180)
currentmesh = obj.data
for setting in currentmesh.polygons:
setting.use_smooth = True
# 输出骨骼模型
bpy.ops.object.select_all(action='SELECT')
bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False)
```
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使用BetterExport的版本
```python
import bpy
import os
import math
from io_import_scene_unreal_psa_psk_280 import *
from better_fbx import *
pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\wp\\wp0100\\04_Mesh'
for modelroot, modeldirs, modelfiles in os.walk(pskPath):
for f in modelfiles:
if f.endswith('.psk'):
psk_file = os.path.join(modelroot, f)
fbx_file = os.path.splitext(psk_file)[0] + ".fbx"
# 清空场景
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
pskimport(psk_file, bReorientBones = False)
# 使用SmoothShading
for obj in bpy.data.objects:
if obj.type=='MESH':
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = math.radians(180)
currentmesh = obj.data
for setting in currentmesh.polygons:
setting.use_smooth = True
bpy.ops.object.select_all(action='SELECT')
bpy.ops.better_export.fbx(filepath=fbx_file,my_fbx_format="binary",use_selection=True,use_visible=True,use_only_root_empty_node=False)
```
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# PSA
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注意该脚本因为Blender运行bug会导致输出的FBX文件越来越大越来越慢。一次转换的量不建议超过50个。建议分几个文件夹同时开多个Blender一起转换。
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```python
import bpy
import os
import math
from io_import_scene_unreal_psa_psk_280 import *
pskPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Character\\Enemy\\E000_00\\Model\\SK_CH_E000_00.psk'
psaDirPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Animations\\Enemy\\E000'
# 清空场景并且导入模型
for root, subdirs, files in os.walk(psaDirPath):
for f in files:
if f.endswith('.psa'):
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bpy.ops.scene.new(type='EMPTY')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
pskimport(pskPath, bReorientBones = False, bImportmesh = False, bImportbone = True)
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psa_file = os.path.join(root, f)
pskDirPath = os.path.dirname(pskPath)
fbx_file = os.path.join(pskDirPath,f)
fbx_file = os.path.splitext(fbx_file)[0] + ".fbx"
print(fbx_file)
psaimport(psa_file)
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bpy.ops.object.select_all(action='SELECT')
bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False)
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bpy.ops.scene.new(type='EMPTY')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
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```
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**绯红结系批量转换代码**
```python
import bpy
import os
import math
from io_import_scene_unreal_psa_psk_280 import *
from better_fbx import *
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for action in bpy.data.actions:
bpy.data.actions.remove(action)
# 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\ch\\ch0100\\04_Mesh\\SM_ch0100.pskx'
# 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\no\\no0000\\04_Mesh\\SM_no0000_orbit.psk'
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pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\ch\\ch0100\\04_Mesh\\SM_ch0100.pskx'
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psaPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\ch\\ch0100\\25_SpAttack\\Battle\\c04\\AS_ElectricPole_ch0100_c04_ch0100.psa'
fbxExportPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\ch\\ch0100\\25_SpAttack\\Battle\\c04\\'
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# 清空并且设置为60fps
bpy.ops.scene.new(type='EMPTY')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.context.scene.render.fps = 60
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# 导入骨骼以及动画(所有NLA)
pskimport(pskPath, bReorientBones = False, bImportmesh = False, bImportbone = True)
psaimport(psaPath, bActionsToTrack = True)
for obj in bpy.data.objects:
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print(obj.type)
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if obj.type=='ARMATURE':
currentSkeleton = obj
print(currentSkeleton.animation_data.action)
for action in bpy.data.actions:
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# print(action)
currentSkeleton.animation_data.action = action
bpy.ops.better_export.fbx(filepath= fbxExportPath+ action.name + ".fbx",my_fbx_format="binary",use_selection=False,use_visible=True)
# print(currentSkeleton.animation_data.action)
# print(bpy.data.objects["SM_ch0100.ao"].animation_data.action)
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```
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**鸣潮批量转换脚本**
```python
import bpy
import os
import math
from io_import_scene_unreal_psa_psk_280 import *
from better_fbx import *
pskPath = 'C:\\Users\\BlueRose\\Desktop\\WutheringWaves\\Game\\Aki\\Character\\Role\\FemaleM\\Yangyang\\R2T1YangyangMd10011\\Model\\R2T1YangyangMd10011.psk'
psaDirPath = 'C:\\Users\\BlueRose\\Desktop\\WutheringWaves\\Game\\Aki\\Character\\Role\\FemaleM\\Yangyang\\CommonAnim'
# 清空场景并且导入模型
for root, subdirs, files in os.walk(psaDirPath):
for f in files:
if f.endswith('.psa'):
# 清空并且设置为30fps(大部分是30fps)
bpy.ops.scene.new(type='EMPTY')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.context.scene.render.fps = 30
pskimport(pskPath, bReorientBones = False, bImportmesh = False, bImportbone = True)
psa_file = os.path.join(root, f)
psaDirPath = os.path.dirname(psa_file)
fbx_file = os.path.join(psaDirPath,f)
fbx_file = os.path.splitext(fbx_file)[0] + ".fbx"
print(fbx_file)
psaimport(psa_file)
bpy.ops.object.select_all(action='SELECT')
#bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False)
bpy.ops.better_export.fbx(filepath=fbx_file,my_fbx_format="binary",use_selection=False,use_visible=True)
bpy.ops.scene.new(type='EMPTY')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
```
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## 添加平滑组
```python
import bpy
import os
import math
for obj in bpy.data.objects:
if obj.type=='MESH':
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = math.radians(180)
currentmesh = obj.data
for setting in currentmesh.polygons:
setting.use_smooth = True
```
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## NLA Action遍历
```c++
import bpy
import os
import math
for action in bpy.data.actions:
print(action)
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action.name
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bpy.data.actions["AS_ch0100_016_AL_walk"].name = "AS_ch0100_016_AL_walk"
bpy.context.object.animation_data.nla_tracks.active = bpy.context.object.animation_data.nla_tracks[0]
# You can set an object's action like:
# object.animation_data.action = action
print(bpy.data.objects["SM_ch0100.ao"].animation_data.action)
```
```
取得当前激活状态的NLA Action
```python
for i in bpy.data.objects:
for j in i.animation_data.nla_tracks.values():
for k in j.strips.values():
if k.active:
print(k)
```
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# 其他
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获取UModel解包游戏所需的AES Key:https://cs.rin.ru/forum/viewtopic.php?t=100672
## 蓝色协议
AES Key:0xEA9051DDACE1CCF98A0510F0E370BD986A75C74756E0309E6A578A47AF564255
UE版本为4.27.2
## 绯红结系
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AES Key:0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
UE版本为4.26
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```bash
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D:\OtherTools\GameAssets\umodel_win32_1590\umodel_scarlet_nexus_v5.exe -path=C:\Game\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
D:\OtherTools\GameAssets\umodel_win32_1590\umodel_scarlet_nexus_v5.exe -path=D:\SteamLibrary\steamapps\common\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
D:\OtherTools\GameAssets\umodel_win32_1590\umodel_scarlet_nexus_legacy.exe -path=D:\SteamLibrary\steamapps\common\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
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```
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需要特殊的UModel进行提取:https://www.gildor.org/smf/index.php/topic,7814.0.html#msg40636
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下载地址:https://drive.google.com/file/d/1S_037OmnxY28cQymu8NMwFApsBahFqx6/view
导出动画方法:
1. 选择骨骼模型右键点击Open(add to locate set)之后按o。
2. 选择动画资产AS开头右键点击Open(add to locate set)。
3. 点击Tools - ExportCurrentObject就可以导出指定的动画。
4. 如果选择多个动画的情况下在Blender psk/psa插件中可以勾选`All actions to NLA track`
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5. 导出动画时在烘焙动画选项中选择全部动作、NLA片段。所有动画数据都会以NLA Clip的方式存储。
6. 导入UE就可以显示所有的动画数据。
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**导出的时候还需要注意1、FPS是不是设置成60默认是24。2、导出选项需要去掉添加叶子骨骼节点的选项**
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### 资产笔记
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角色模型分为Ch与Co前缀Ch是Ch/Chxxx中的模型Co是00_Common/Coxxx中的模型。
- Effect游戏特效里面的一些贴图与Mesh可以拿来做刀光。
- Character
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- 00_Common主角插在身上的Link线以及其他长在怪物身上的电灯泡与花。
- ch各种角色相关资产。
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- Animation各种动画。
- 400_DM角色受到攻击。
-
- SAS男主的SAS技能。
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- BrainCrash击破处决动画。
- DriveMode驱动模式。随机触发的爆发状态
- BrainField一些Qte 伤害动画。主要是一些Boss的
- GameOver游戏失败的角色动画。
- SPAttack游戏中的SP攻击也就是Qte念力攻击。
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- Intercept拦截游戏中另一个主角的SPAttack。
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- wp各个角色的武器
- wp0100男主武器。
- wp0200女主武器。
- wp0300花火武器。棍子
- wp0400拳套。
- wp0800警棍。
- wp0900手弩。
- wp1000电锯。
- wp1100手里剑。
- em怪物模型。
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- BrainCrash里面主要是怪物处决的Qte动画。AS_BC_emxxxx_前缀后面代表对应的角色模型。
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- npNPC模型。
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长得像石头的
- /Game/Character/00_Common/04_Mesh/SM_CableEnergyMesh.uasset
- /Game/Character/no/no0000/04_Mesh/SM_no0000_orbit.uasset
- /Game/Character/00_Common/co0300/04_Mesh/SM_co0300.uasset
- /Game/DLC/Ver0102/Environment/Location/LC70/SM_pr_LC70_Block.uasset
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# UModel
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快捷键:
- h显示所有命令。
- 空格:播放动画。
- s显示骨骼。
- 【】:选择下/上一个动画。
- 《》:选择下/上一帧。
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## CMD启动
```bash
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D:\OtherTools\GameAssets\umodel_win32_1590\umodel_scarlet_nexus_v5.exe -path=C:\Game\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
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```
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显示所有命令选项:
```bash
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D:\OtherTools\GameAssets\umodel_win32_1590\umodel_scarlet_nexus_v5.exe -help
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```
```bash
Usage: umodel [command] [options] <package> [<object> [<class>]]
umodel [command] [options] <directory>
umodel @<response_file>
<package> name of package to load - this could be a file name
with or without extension, or wildcard
<object> name of object to load
<class> class of object to load (useful, when trying to load
object with ambiguous name)
<directory> path to the game (see -path option)
Commands:
-view (default) visualize object; when no <object> specified
will load whole package
-list list contents of package
-export export specified object or whole package
-save save specified packages
Help information:
-help display this help page
-version display umodel version information
-taglist list of tags to override game autodetection (for -game=nnn option)
-gamelist list of supported games
Developer commands:
-log=file write log to the specified file
-dump dump object information to console
-pkginfo load package and display its information
-testexport perform fake export
Options:
-path=PATH path to game installation directory; if not specified,
program will search for packages in current directory
-game=tag override game autodetection (see -taglist for variants)
-pkgver=nnn override package version (advanced option!)
-pkg=package load extra package (in addition to <package>)
-obj=object specify object(s) to load
-gui force startup UI to appear
-aes=key provide AES decryption key for encrypted pak files,
key is ASCII or hex string (hex format is 0xAABBCCDD),
multiple options could be provided for multi-key games
-aes=@file.txt read AES decryption key(s) from a text file
Compatibility options:
-nomesh disable loading of SkeletalMesh classes in a case of
unsupported data format
-noanim disable loading of MeshAnimation classes
-nostat disable loading of StaticMesh class
-novert disable loading of VertMesh class
-notex disable loading of Material classes
-nomorph disable loading of MorphTarget class
-nolightmap disable loading of Lightmap textures
-sounds allow export of sounds
-3rdparty allow 3rd party asset export (ScaleForm, FaceFX)
-lzo|lzx|zlib force compression method for UE3 fully-compressed packages
Platform selection:
-ps3 Playstation 3
-ps4 Playstation 4
-nsw Nintendo Switch
-ios iOS (iPhone/iPad)
-android Android
Viewer options:
-meshes view meshes only
-materials view materials only (excluding textures)
-anim=<set> specify AnimSet to automatically attach to mesh
Export options:
-out=PATH export everything into PATH instead of the current directory
-all used with -dump, will dump all objects instead of specified one
-uncook use original package name as a base export directory (UE3)
-groups use group names instead of class names for directories (UE1-3)
-uc create unreal script when possible
-psk use ActorX format for meshes (default)
-md5 use md5mesh/md5anim format for skeletal mesh
-gltf use glTF 2.0 format for mesh
-lods export all available mesh LOD levels
-dds export textures in DDS format whenever possible
-png export textures in PNG format instead of TGA
-notgacomp disable TGA compression
-nooverwrite prevent existing files from being overwritten (better
performance)
```
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## 取得资产路径
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1. 批量选择动画资产
2. 右键点击Copy package path
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_906_FC_smile_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_901_FC_default_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_906_FC_smile_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_911_FC_angry_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_916_FC_sad_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_921_FC_surprise_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_926_FC_fear_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_931_FC_aversion_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_936_FC_damage_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_937_FC_dead.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_941_FC_serious_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_946_FC_blushing_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_951_FC_ex01_m.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose001_ST.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose002_ST.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose003_ST.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose004_ST.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose005_ST.uasset
/Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose006_ST.uasset
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/Game/Character/ch/ch0200/05_Animation/AS_ch0200_AL_pose007_ST.uasset
# 解决Blender导出问题的根骨骼问题
使用Blender的**Better Fbx Importer & Exporter** addon就可以解决问题。
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# Umodel源码
- https://github.com/gildor2/UEViewer
- 其他版本
- 支持[ACL 压缩](https://github.com/nfrechette/acl)的版本:https://www.gildor.org/smf/index.php/topic,7906.0.html
- 2021.11_Material:https://drive.google.com/file/d/1oJVuux9XKXQttljL5ncZIF8_5O4CLfh0/view?usp=sharing
- 2024.7使用较新版本ACL:https://drive.google.com/file/d/16qvYfhGg-yD7Q_FKQzuImO-dMH2s_m3u/view?usp=sharing
- 2024.7使用较旧版本ACL:https://drive.google.com/file/d/1Z6SJ55Xf_lemmVpps_YsS6QsiQJHDr-j/view?usp=sharing
- https://github.com/mdro/UEViewer
- https://www.gildor.org/smf/index.php/topic,8565.0.html
2024-02-23 22:13:25 +08:00
# UModel提取声音教程
https://www.gildor.org/smf/index.php/topic,6389.msg34339.html#msg34339
https://www.gildor.org/smf/index.php?topic=7271.0
https://www.youtube.com/watch?v=Nxl0OcoArZ8
2024-02-19 16:48:56 +08:00
2024-02-23 22:13:25 +08:00
1.  使用 Umodel 或 QuickBMS 与 Unreal Tournament 4 脚本来提取 UEXP
1. 下载QuickBMS https://aluigi.altervista.org/quickbms.htm
2. 使用 VGMToolbox 在其“Common Archives”部分 。中解压 UEXP 。`VGMToolbox\Misc.Tools\Extraction Tools\Common Archives\CRI ACB/AWB Archive Extractor`选项,并将所有提取的 UEXP 包拖到右侧窗口中。
1. [https://sourceforge.net/projects/vgmtoolbox/](https://sourceforge.net/projects/vgmtoolbox/)
3. 这将获取 .bin可以使用“Streams”部分中的 VGMToolbox 的 HCA 提取器将这些文件提取为 HCA。
4. 然后可以使用以下任何工具将 HCA 转换为 wav
1. Foobar with VGMStream [http://www.foobar2000.org/download](http://www.foobar2000.org/download) [http: //www.foobar2000.org/components/view/foo_input_vgmstream](http://www.foobar2000.org/components/view/foo_input_vgmstream)
2. Thealexbarney 的 VGAudio [https://github.com/Thealexbarney/VGAudio](https://github.com/Thealexbarney/VGAudio)
3. Nyagamon 的 HCADecoder [https://github.com/Nyagamon/HCADecoder](https://github.com/Nyagamon/HCADecoder)
2024-02-28 12:58:30 +08:00
ffmpeg -i input.awb -acodec libmp3lame -ab 192k output.mp3
# 鸣潮
https://www.gildor.org/smf/index.php?topic=8258.0
UE4 version: 4.26
Wuthering Waves (beta)  0xF259C330E6B308BF34086CF30013241A1277F6E25D8F580746C2E8829EA1E15F
```c++
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D:\OtherTools\GameAssets\umodel_win32_1590\umodel_materials.exe -path=D:\Games\WutheringWaves -out=C:\Users\BlueRose\Desktop\WutheringWaves -game=wuther -aes=0xF259C330E6B308BF34086CF30013241A1277F6E25D8F580746C2E8829EA1E15F
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```
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以秧秧为例:
- 模型位于:/Game/Aki/Character/Role/FemaleM/Yangyang/R2T1YangyangMd10011/Model
- 动画:
- 公共动画:/Game/Aki/Character/Role/FemaleM/BaseAnim
- 角色动画:/Game/Aki/Character/Role/FemaleM/Yangyang/CommonAnim/
- Attack01~05
- AirAttack系列
- Burst01
- Skill01~02
- SkillQte
- Stand1_Action01~03
- Stand2
- StandChange
- AimOffset动画/Game/Aki/Sequence/SequenceAnim/DialogAnim/FemaleM/Yangyang/AnimOffset
- 身体动画(大量动画):/Game/Aki/Sequence/SequenceAnim/DialogAnim/FemaleM/Yangyang/Body
- cs文件夹: Apology01、Promise、Walk
- fuyong文件夹Walk、Run
- 面部相关动画:/Game/Aki/Sequence/SequenceAnim/DialogAnim/FemaleM/Yangyang/Face
- ShengQi02
- UI相关动画/Game/Aki/Character/Role/FemaleM/Yangyang/CommonAnim/UIAnim
- 角色飘带动画:/Game/Aki/Character/Role/FemaleM/Yangyang/R2T1YangyangMd10011/RibbonAnim
2024-02-29 16:38:31 +08:00
2024-10-05 22:00:47 +08:00
植被模型存在较大概率提取出错的问题
2024-10-04 23:54:01 +08:00
- Scene
- [x] Common
- [x] Levels
- [x] HeiHaiAn
- [x] HuangLong
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- [x] LiangDao
- [x] WuYinQu
- [ ] ~~PCG~~
- [ ] SkyBox
- [ ] Temp
2024-10-04 23:54:01 +08:00
2024-02-29 16:38:31 +08:00
# 罪恶装备
1. Guilty Gear: Strive 0x3D96F3E41ED4B90B6C96CA3B2393F8911A5F6A48FE71F54B495E8F1AFD94CD73
2. UE 4.25
```c++
//经过测试可以导出
D:\OtherTools\GameAssets\umodel_win32_1590\umodel_64.exe -path=D:\Games\Guilty.Gear.STRIVE.Deluxe.Edition -out=C:\Users\BlueRose\Desktop\GuiltyGear -game=ue4.25 -aes=0x3D96F3E41ED4B90B6C96CA3B2393F8911A5F6A48FE71F54B495E8F1AFD94CD73
```
提取模型参考:
- https://zhuanlan.zhihu.com/p/644379193
- 贴图:https://zhuanlan.zhihu.com/p/493802718
# 碧蓝幻想Rising
1. Granblue Fantasy Versus 0x2A472D4B6150645367566B597033733676397924423F4528482B4D6251655468
2. UE 4.21
```c++
//经过测试可以导出
D:\OtherTools\GameAssets\umodel_win32_1590\umodel_materials.exe -path=D:\Games\GranblueFantasyVersusRising -out=C:\Users\BlueRose\Desktop\GranblueFantasyVersusRising -game=ue4.27 -aes=0x6470C12A9B471BBA1D89A72D4F9B84EF709A65B88A85F240B8E99CD631751437
```
**需要特殊构建版本**
https://www.gildor.org/smf/index.php/topic,7906.0.html
# 破晓传说
- Tales of Arise 0x61FC71A1376A29598393E2BFB976B275705F460E29399CFD1F9C060C8CD6CE40
- UE 4.20 ? 4.25?
- UModel 1571
2024-07-31 18:34:56 +08:00
# 碧蓝幻想Relink
2024-10-04 18:27:33 +08:00
https://www.bilibili.com/video/BV15M4m197TG/?spm_id_from=333.337.search-card.all.click&vd_source=f333e2edf5f07eeccd47911824e738a3
# Pak反汇编&UModel
- 虚幻4(ue4)引擎加密pak解包教程初学者向x64源码逆向 - 看雪的文章 - 知乎 https://zhuanlan.zhihu.com/p/96480632
- 支持Addtition动画的版本: https://github.com/djhaled/UEViewer
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- 支持ACL的UModel https://github.com/MinshuG/UEViewer
# Pak AdditiveAnimation 恢复
- https://www.bilibili.com/video/BV13r4y1a7mW/?vd_source=f333e2edf5f07eeccd47911824e738a3
## 脚本分析
### BaseAnimation
主要逻辑:
1. 根据路径导入fbx文件。
2. 获取所有骨骼数据。
3. 骨骼进行缩放。
```c++
on BtnBase pressed do
(
local filename = getOpenFileName types:"Base Animation (*.fbx)|*.fbx|All (*.*)|*.*|" filename:g_lastDir1
if filename != undefined then
(
BaseAnimFileName = filename
g_lastDir1 = getFilenamePath BaseAnimFileName
if DoesFileExist BaseAnimFileName then
(
importFile BaseAnimFileName #noPrompt using:Wavefront_Object
local BaseAnimBones = FindAllBones()
scale BaseAnimBones[1] [(50.0/127.0),(50.0/127.0),(50.0/127.0)]
)
)
)
```
### AdditiveAnimation
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将路径正确的AdditiveAnimation动画路径加入LstAnims中。
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```c++
Anims = #()
if DotNetObject == undefined then
(
local filename = getOpenFileName types:"Additive Anim (*.fbx)|*.fbx|All (*.*)|*.*" filename:g_lastDir2
if filename != undefined then
(
AddAnimFileName = filename
g_lastDir2 = getFilenamePath AddAnimFileName
)
)
else
(
local filenames = getMultiOpenFilenames types:"Additive Anim (*.fbx)|*.fbx|All (*.*)|*.*" filename:g_lastDir2
if filenames != undefined then
(
for filename in filenames do
(
AddAnimFileName = filename
g_lastDir2 = getFilenamePath AddAnimFileName
if DoesFileExist AddAnimFileName then
(
ImportAddAnimFile filename
LstAnims.items = for a in Anims collect (a.Name)
)
)
)
)
```
2024-10-09 17:51:55 +08:00
### ExportAnimation
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***核心逻辑***
BtnExport遍历AdditiveAnim并调用CalculateAddRotation。
追要参数为:
- XMap
- YMap
- ZMap
- AixMap
- boneNum是否包含pelvis骨骼
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```c++
on BtnExport pressed do
(
BoneRotationArray = #()
if (LstAnims.items.count>0 and BaseAnimFileName != undefined) then
(
XMap = DDLX.selection
YMap = DDLY.selection
ZMap = DDLZ.selection
AixMap = DDLAix.selection
if g_pelvis then
(
boneNum = 1
)
else boneNum = 2
for i=1 to LstAnims.items.count do
(
CalculateAddRotation i
)
)
)
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```
CalculateAddRotation:
```c++
fn CalculateAddRotation index =
(
//导入AdditiveAnim
importFile Anims[index].Address #noPrompt using:Wavefront_Object
local bones = FindAllBones()
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//清空数组
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BoneRotationArray = #()
//遍历骨骼从第二根骨骼也就是Pelvis开始。仅仅针对UE骨骼Bip得重新考虑
for j=1 to bones.count do
(
if j>boneNum then
(
//计算当前骨骼相对父骨骼的相对旋转。
local Value_X = ((at time 0 bones[j].rotInParent).x - (at time 0 bones[j].parent.rotInParent).x)
local Value_Y = ((at time 0 bones[j].rotInParent).y - (at time 0 bones[j].parent.rotInParent).y)
local Value_Z = ((at time 0 bones[j].rotInParent).z - (at time 0 bones[j].parent.rotInParent).z)
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//针对XYZ情况的不同将数据存入BoneRotationArray数组。
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if (abs Value_X) > 0.05 then
(
if (abs Value_Y) > 0.05 then
(
if (abs Value_Z) > 0.05 then
(
append BoneRotationArray (SaveValue j bones[j].name Value_X Value_Y Value_Z)
)
else
(
append BoneRotationArray (SaveValue j bones[j].name Value_X Value_Y 0)
)
)
else
(
if (abs Value_Z) > 0.05 then
(
append BoneRotationArray (SaveValue j bones[j].name Value_X 0 Value_Z)
)
else
(
append BoneRotationArray (SaveValue j bones[j].name Value_X 0 0)
)
)
)
else
(
if (abs Value_Y) > 0.05 then
(
if (abs Value_Z) > 0.05 then
(
append BoneRotationArray (SaveValue j bones[j].name 0 Value_Y Value_Z)
)
else
(
append BoneRotationArray (SaveValue j bones[j].name 0 Value_Y 0)
)
)
else
(
if (abs Value_Z) > 0.05 then
(
append BoneRotationArray (SaveValue j bones[j].name 0 0 Value_Z)
)
)
)
)
)
--Set Base Animation Rotation
//导入BaseAnim
if DoesFileExist BaseAnimFileName then
(
importFile BaseAnimFileName #noPrompt using:Wavefront_Object
local BaseAnimBones = FindAllBones()
scale BaseAnimBones[1] [(50.0/127.0),(50.0/127.0),(50.0/127.0)]
//调用RotationBone()来设置新的旋转数值
case AixMap of
(
1:( RotationBone 1 0 0 BoneRotationArray XMap BaseAnimBones
RotationBone 0 1 0 BoneRotationArray YMap BaseAnimBones
RotationBone 0 0 1 BoneRotationArray ZMap BaseAnimBones)
2:( RotationBone 1 0 0 BoneRotationArray XMap BaseAnimBones
RotationBone 0 0 1 BoneRotationArray ZMap BaseAnimBones
RotationBone 0 1 0 BoneRotationArray YMap BaseAnimBones)
3:( RotationBone 0 1 0 BoneRotationArray YMap BaseAnimBones
RotationBone 1 0 0 BoneRotationArray XMap BaseAnimBones
RotationBone 0 0 1 BoneRotationArray ZMap BaseAnimBones)
4:( RotationBone 0 1 0 BoneRotationArray YMap BaseAnimBones
RotationBone 0 0 1 BoneRotationArray ZMap BaseAnimBones
RotationBone 1 0 0 BoneRotationArray XMap BaseAnimBones)
5:( RotationBone 0 0 1 BoneRotationArray ZMap BaseAnimBones
RotationBone 1 0 0 BoneRotationArray XMap BaseAnimBones
RotationBone 0 1 0 BoneRotationArray YMap BaseAnimBones)
6:( RotationBone 0 0 1 BoneRotationArray ZMap BaseAnimBones
RotationBone 0 1 0 BoneRotationArray YMap BaseAnimBones
RotationBone 1 0 0 BoneRotationArray XMap BaseAnimBones)
)
ExportAnim Anims[index].Address
)
)
2024-10-09 19:16:48 +08:00
```
RotationBone()
```c++
fn RotationBone X Y Z BoneArray Map BaseAnimBones =
(
local RotationValue = 0
for a=1 to BoneArray.count do
(
case Map of
(
1:(RotationValue = BoneArray[a].ValueX)
2:(RotationValue = BoneArray[a].ValueY)
3:(RotationValue = BoneArray[a].ValueZ)
4:(RotationValue = (BoneArray[a].ValueX)*(-1))
5:(RotationValue = (BoneArray[a].ValueY)*(-1))
6:(RotationValue = (BoneArray[a].ValueZ)*(-1))
--default:(RotationValue = BoneRotationArray[a].ValueX)
)
in coordsys world rotate BaseAnimBones[(BoneArray[a].Index)] (EulerAngles (RotationValue*X) (RotationValue*Y) (RotationValue*Z))
)
)
2024-10-10 12:36:11 +08:00
```
## 适配鸣潮的思路
1. 修改骨盆骨骼与脊椎骨骼相关逻辑。
1. FindAllBones_Recurse。
2. 增加BoneFilter移除其他WeaponBone的影响。
3. 增加对Bip骨骼的适配逻辑。