2023-09-07 14:11:06 +08:00
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# 导出PSK插件地址
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- https://github.com/Befzz/blender3d_import_psk_psa/releases
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- https://github.com/DarklightGames/io_scene_psk_psa/releases
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2023-09-25 12:41:58 +08:00
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# 清空数据
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bpy.ops.wm.read_factory_settings(use_empty=True)
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2023-08-05 23:06:37 +08:00
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# PSK
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```python
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import bpy
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import os
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import math
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from io_import_scene_unreal_psa_psk_280 import *
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pskPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Character\\Enemy'
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for root, subdirs, files in os.walk(pskPath):
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for dirName in subdirs:
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print(root + '\\'+ dirName)
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for modelroot, modeldirs, modelfiles in os.walk(root + '\\'+ dirName +'\\Model'):
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for f in modelfiles:
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if f.endswith('.psk'):
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psk_file = os.path.join(modelroot, f)
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fbx_file = os.path.splitext(psk_file)[0] + ".fbx"
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# 清空场景
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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pskimport(psk_file, bReorientBones = False)
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# 使用SmoothShading
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for obj in bpy.data.objects:
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if obj.type=='MESH':
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obj.data.use_auto_smooth = True
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obj.data.auto_smooth_angle = math.radians(180)
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currentmesh = obj.data
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for setting in currentmesh.polygons:
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setting.use_smooth = True
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2023-08-06 09:30:24 +08:00
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2023-08-05 23:06:37 +08:00
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# 输出骨骼模型
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bpy.ops.object.select_all(action='SELECT')
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2023-08-05 23:29:45 +08:00
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bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False)
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```
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2023-09-07 16:39:38 +08:00
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直接生成fbx版本
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```python
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import bpy
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import os
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import math
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from io_import_scene_unreal_psa_psk_280 import *
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pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\wp\\wp0100\\04_Mesh'
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for modelroot, modeldirs, modelfiles in os.walk(pskPath):
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for f in modelfiles:
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if f.endswith('.psk'):
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psk_file = os.path.join(modelroot, f)
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fbx_file = os.path.splitext(psk_file)[0] + ".fbx"
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# 清空场景
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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pskimport(psk_file, bReorientBones = False)
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# 使用SmoothShading
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for obj in bpy.data.objects:
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if obj.type=='MESH':
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obj.data.use_auto_smooth = True
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obj.data.auto_smooth_angle = math.radians(180)
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currentmesh = obj.data
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for setting in currentmesh.polygons:
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setting.use_smooth = True
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# 输出骨骼模型
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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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```
|
2024-02-09 18:27:03 +08:00
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使用BetterExport的版本:
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```python
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import bpy
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import os
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import math
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from io_import_scene_unreal_psa_psk_280 import *
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from better_fbx import *
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pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\wp\\wp0100\\04_Mesh'
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for modelroot, modeldirs, modelfiles in os.walk(pskPath):
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for f in modelfiles:
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if f.endswith('.psk'):
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psk_file = os.path.join(modelroot, f)
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fbx_file = os.path.splitext(psk_file)[0] + ".fbx"
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# 清空场景
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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pskimport(psk_file, bReorientBones = False)
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# 使用SmoothShading
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for obj in bpy.data.objects:
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if obj.type=='MESH':
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obj.data.use_auto_smooth = True
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obj.data.auto_smooth_angle = math.radians(180)
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currentmesh = obj.data
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for setting in currentmesh.polygons:
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setting.use_smooth = True
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|
|
bpy.ops.object.select_all(action='SELECT')
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|
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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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|
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|
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```
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|
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|
2023-08-05 23:29:45 +08:00
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|
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# PSA
|
2023-08-06 22:52:04 +08:00
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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。
|
2023-08-05 23:29:45 +08:00
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|
|
|
```python
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|
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import bpy
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|
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import os
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|
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import math
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|
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from io_import_scene_unreal_psa_psk_280 import *
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pskPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Character\\Enemy\\E000_00\\Model\\SK_CH_E000_00.psk'
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|
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psaDirPath = 'C:\\Users\\BlueRose\\Desktop\\BLUEPROTOCOL\\Game\\Animations\\Enemy\\E000'
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|
|
# 清空场景并且导入模型
|
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|
for root, subdirs, files in os.walk(psaDirPath):
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|
|
for f in files:
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|
|
if f.endswith('.psa'):
|
2023-08-06 20:26:32 +08:00
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bpy.ops.scene.new(type='EMPTY')
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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pskimport(pskPath, bReorientBones = False, bImportmesh = False, bImportbone = True)
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|
|
|
2023-08-05 23:29:45 +08:00
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|
psa_file = os.path.join(root, f)
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|
|
pskDirPath = os.path.dirname(pskPath)
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|
|
fbx_file = os.path.join(pskDirPath,f)
|
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|
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fbx_file = os.path.splitext(fbx_file)[0] + ".fbx"
|
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|
|
print(fbx_file)
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|
|
psaimport(psa_file)
|
2023-08-06 20:26:32 +08:00
|
|
|
|
|
2023-08-05 23:29:45 +08:00
|
|
|
|
bpy.ops.object.select_all(action='SELECT')
|
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|
|
bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False)
|
2023-08-06 20:26:32 +08:00
|
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|
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|
|
bpy.ops.scene.new(type='EMPTY')
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|
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bpy.ops.object.select_all(action='SELECT')
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|
|
bpy.ops.object.delete()
|
2023-08-06 10:27:19 +08:00
|
|
|
|
```
|
|
|
|
|
|
2024-02-13 23:02:30 +08:00
|
|
|
|
**绯红结系批量转换代码**:
|
|
|
|
|
```python
|
|
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|
|
import bpy
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|
|
import os
|
|
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|
|
import math
|
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|
|
from io_import_scene_unreal_psa_psk_280 import *
|
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|
|
|
from better_fbx import *
|
|
|
|
|
|
2024-02-14 22:48:39 +08:00
|
|
|
|
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'
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|
|
# 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\no\\no0000\\04_Mesh\\SM_no0000_orbit.psk'
|
2024-02-13 23:02:30 +08:00
|
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|
|
pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\ch\\ch0100\\04_Mesh\\SM_ch0100.pskx'
|
2024-02-14 22:48:39 +08:00
|
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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\\'
|
2024-02-13 23:02:30 +08:00
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|
|
|
|
|
|
|
# 清空并且设置为60fps
|
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|
|
bpy.ops.scene.new(type='EMPTY')
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|
|
bpy.ops.object.select_all(action='SELECT')
|
|
|
|
|
bpy.ops.object.delete()
|
|
|
|
|
bpy.context.scene.render.fps = 60
|
|
|
|
|
|
2024-02-14 22:48:39 +08:00
|
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|
|
|
2024-02-13 23:02:30 +08:00
|
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|
|
# 导入骨骼以及动画(所有NLA)
|
|
|
|
|
pskimport(pskPath, bReorientBones = False, bImportmesh = False, bImportbone = True)
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|
|
|
psaimport(psaPath, bActionsToTrack = True)
|
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|
|
|
|
|
|
|
|
for obj in bpy.data.objects:
|
2024-02-14 22:48:39 +08:00
|
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|
|
print(obj.type)
|
2024-02-13 23:02:30 +08:00
|
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|
|
if obj.type=='ARMATURE':
|
|
|
|
|
currentSkeleton = obj
|
|
|
|
|
|
|
|
|
|
print(currentSkeleton.animation_data.action)
|
|
|
|
|
|
|
|
|
|
for action in bpy.data.actions:
|
2024-02-14 22:48:39 +08:00
|
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|
|
# print(action)
|
|
|
|
|
currentSkeleton.animation_data.action = action
|
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|
|
|
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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|
|
|
|
2024-02-13 23:02:30 +08:00
|
|
|
|
```
|
|
|
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|
|
|
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|
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|
2023-09-07 21:42:17 +08:00
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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
|
|
|
|
|
```
|
2024-02-13 21:57:16 +08:00
|
|
|
|
|
|
|
|
|
## NLA Action遍历
|
|
|
|
|
```c++
|
|
|
|
|
import bpy
|
|
|
|
|
import os
|
|
|
|
|
import math
|
|
|
|
|
|
|
|
|
|
for action in bpy.data.actions:
|
|
|
|
|
print(action)
|
2024-02-13 23:02:30 +08:00
|
|
|
|
action.name
|
2024-02-13 21:57:16 +08:00
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
|
```
|
2023-08-06 10:27:19 +08:00
|
|
|
|
# 其他
|
2023-08-06 12:26:44 +08:00
|
|
|
|
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
|
2023-08-06 13:59:52 +08:00
|
|
|
|
AES Key:0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
|
|
|
|
|
UE版本为:4.26
|
|
|
|
|
|
2023-08-06 15:39:22 +08:00
|
|
|
|
```bash
|
2024-02-09 13:00:48 +08:00
|
|
|
|
D:\OtherTools\GameAssets\umodel_win32\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\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\umodel_scarlet_nexus_legacy.exe -path=D:\SteamLibrary\steamapps\common\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
|
2023-08-06 15:39:22 +08:00
|
|
|
|
```
|
|
|
|
|
|
2023-08-06 13:59:52 +08:00
|
|
|
|
需要特殊的UModel进行提取:https://www.gildor.org/smf/index.php/topic,7814.0.html#msg40636
|
2023-08-06 15:21:38 +08:00
|
|
|
|
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`
|
2023-08-06 15:39:22 +08:00
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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。
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6. 导入UE就可以显示所有的动画数据。
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2024-02-09 22:28:59 +08:00
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**导出的时候还需要注意:1、FPS是不是设置成30,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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2023-08-06 15:21:38 +08:00
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2024-02-09 14:21:50 +08:00
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### 资产笔记
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2024-02-09 17:28:11 +08:00
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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。
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- Effect:游戏特效,里面的一些贴图与Mesh可以拿来做刀光。
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- Character
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2024-02-09 16:06:53 +08:00
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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。
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- ch:各种角色相关资产。
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2024-02-09 17:28:11 +08:00
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- Animation:各种动画。
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- 400_DM:角色受到攻击。
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-
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- SAS:男主的SAS技能。
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2024-02-09 16:06:53 +08:00
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- BrainCrash:击破处决动画。
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- DriveMode:驱动模式。(随机触发的爆发状态)
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- BrainField:一些Qte 伤害动画。(主要是一些Boss的)
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- GameOver:游戏失败的角色动画。
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- SPAttack:游戏中的SP攻击,也就是Qte念力攻击。
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2024-02-09 17:28:11 +08:00
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- Intercept:拦截游戏中另一个主角的SPAttack。
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2024-02-09 14:21:50 +08:00
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- wp:各个角色的武器
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- wp0100:男主武器。
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- wp0200:女主武器。
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- wp0300:花火武器。棍子
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- wp0400:拳套。
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- wp0800:警棍。
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- wp0900:手弩。
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- wp1000:电锯。
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- wp1100:手里剑。
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- em:怪物模型。
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2024-02-09 15:22:19 +08:00
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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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2024-02-09 14:21:50 +08:00
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- np:NPC模型。
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2024-02-09 17:28:11 +08:00
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长得像石头的
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- /Game/Character/00_Common/04_Mesh/SM_CableEnergyMesh.uasset
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- /Game/Character/no/no0000/04_Mesh/SM_no0000_orbit.uasset
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- /Game/Character/00_Common/co0300/04_Mesh/SM_co0300.uasset
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- /Game/DLC/Ver0102/Environment/Location/LC70/SM_pr_LC70_Block.uasset
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2024-02-09 14:21:50 +08:00
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2023-08-06 15:21:38 +08:00
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# UModel
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2024-02-09 14:21:50 +08:00
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快捷键:
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- h:显示所有命令。
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- 空格:播放动画。
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- s:显示骨骼。
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- 【】:选择下/上一个动画。
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- 《》:选择下/上一帧。
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2023-08-06 15:39:22 +08:00
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## CMD启动
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```bash
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2023-09-07 13:03:23 +08:00
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D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_v5.exe -path=C:\Game\ScarletNexus -out=C:\Users\BlueRose\Desktop\ScarletNexus -game=ue4.26 -aes=0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540
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2023-08-06 15:39:22 +08:00
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```
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2023-08-06 15:21:38 +08:00
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|
2024-02-09 15:22:19 +08:00
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|
显示所有命令选项:
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|
```bash
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D:\OtherTools\GameAssets\umodel_win32\umodel_scarlet_nexus_v5.exe -help
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```
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```bash
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Usage: umodel [command] [options] <package> [<object> [<class>]]
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umodel [command] [options] <directory>
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umodel @<response_file>
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<package> name of package to load - this could be a file name
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|
with or without extension, or wildcard
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|
<object> name of object to load
|
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|
|
<class> class of object to load (useful, when trying to load
|
|
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|
|
object with ambiguous name)
|
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|
|
|
<directory> path to the game (see -path option)
|
|
|
|
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|
|
Commands:
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|
|
-view (default) visualize object; when no <object> specified
|
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|
|
will load whole package
|
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|
|
-list list contents of package
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-export export specified object or whole package
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|
|
-save save specified packages
|
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|
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|
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|
Help information:
|
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|
|
-help display this help page
|
|
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|
|
-version display umodel version information
|
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|
|
-taglist list of tags to override game autodetection (for -game=nnn option)
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|
-gamelist list of supported games
|
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|
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|
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|
|
|
|
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)
|
|
|
|
|
```
|
|
|
|
|
|
2023-08-06 15:39:22 +08:00
|
|
|
|
## 取得资产路径
|
2023-08-06 15:21:38 +08:00
|
|
|
|
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
|
2023-09-07 16:39:38 +08:00
|
|
|
|
/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。
|