vault backup: 2024-10-09 12:53:48
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@ -568,4 +568,63 @@ https://www.bilibili.com/video/BV15M4m197TG/?spm_id_from=333.337.search-card.all
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- 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
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- 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
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- 支持ACL的UModel https://github.com/MinshuG/UEViewer
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# Pak AdditiveAnimation 恢复
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- https://www.bilibili.com/video/BV13r4y1a7mW/?vd_source=f333e2edf5f07eeccd47911824e738a3
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## 脚本分析
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### BaseAnimation
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主要逻辑:
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1. 根据路径导入fbx文件。
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2. 获取所有骨骼数据。
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3. 骨骼进行缩放。
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```c++
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on BtnBase pressed do
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(
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local filename = getOpenFileName types:"Base Animation (*.fbx)|*.fbx|All (*.*)|*.*|" filename:g_lastDir1
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if filename != undefined then
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(
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BaseAnimFileName = filename
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g_lastDir1 = getFilenamePath BaseAnimFileName
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if DoesFileExist BaseAnimFileName then
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(
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importFile BaseAnimFileName #noPrompt using:Wavefront_Object
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local BaseAnimBones = FindAllBones()
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scale BaseAnimBones[1] [(50.0/127.0),(50.0/127.0),(50.0/127.0)]
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)
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)
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)
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```
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### AdditiveAnimation
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```c++
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Anims = #()
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if DotNetObject == undefined then
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(
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local filename = getOpenFileName types:"Additive Anim (*.fbx)|*.fbx|All (*.*)|*.*" filename:g_lastDir2
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if filename != undefined then
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(
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AddAnimFileName = filename
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g_lastDir2 = getFilenamePath AddAnimFileName
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)
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)
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else
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(
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local filenames = getMultiOpenFilenames types:"Additive Anim (*.fbx)|*.fbx|All (*.*)|*.*" filename:g_lastDir2
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if filenames != undefined then
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(
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for filename in filenames do
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(
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AddAnimFileName = filename
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g_lastDir2 = getFilenamePath AddAnimFileName
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if DoesFileExist AddAnimFileName then
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(
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ImportAddAnimFile filename
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LstAnims.items = for a in Anims collect (a.Name)
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)
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)
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)
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)
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```
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### ExportAnimation
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