38 KiB
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
清空数据
bpy.ops.wm.read_factory_settings(use_empty=True)
PSK
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
# 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)
直接生成fbx版本
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)
使用BetterExport的版本:
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)
PSA
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。
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'):
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)
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)
bpy.ops.object.select_all(action='SELECT')
bpy.ops.export_scene.fbx(filepath=fbx_file,add_leaf_bones=False)
bpy.ops.scene.new(type='EMPTY')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
绯红结系批量转换代码:
import bpy
import os
import math
from io_import_scene_unreal_psa_psk_280 import *
from better_fbx import *
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'
pskPath = 'C:\\Users\\BlueRose\\Desktop\\ScarletNexus\\Game\\Character\\ch\\ch0100\\04_Mesh\\SM_ch0100.pskx'
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\\'
# 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
# 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:
print(obj.type)
if obj.type=='ARMATURE':
currentSkeleton = obj
print(currentSkeleton.animation_data.action)
for action in bpy.data.actions:
# 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)
鸣潮批量转换脚本:
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()
添加平滑组
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
NLA Action遍历
import bpy
import os
import math
for action in bpy.data.actions:
print(action)
action.name
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)
其他
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
AES Key:0x48AE8311350417BDC50A440FCD0E98B2FA6BCEAE3EDA8D0E24881F205E6C4540 UE版本为:4.26
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
需要特殊的UModel进行提取:https://www.gildor.org/smf/index.php/topic,7814.0.html#msg40636 下载地址:https://drive.google.com/file/d/1S_037OmnxY28cQymu8NMwFApsBahFqx6/view
导出动画方法:
- 选择骨骼模型,右键点击Open(add to locate set),之后按o。
- 选择动画资产(AS开头),右键点击Open(add to locate set)。
- 点击Tools - ExportCurrentObject,就可以导出指定的动画。
- 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
- 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。
- 导入UE就可以显示所有的动画数据。 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
资产笔记
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
- 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。
- Animation:各种动画。
- 400_DM:角色受到攻击。
- SAS:男主的SAS技能。
- 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。
- Intercept:拦截游戏中另一个主角的SPAttack。
- Animation:各种动画。
- 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。
- 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。
- np:NPC模型。
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
UModel
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。
CMD启动
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
显示所有命令选项:
D:\OtherTools\GameAssets\umodel_win32_1590\umodel_scarlet_nexus_v5.exe -help
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)
取得资产路径
- 批量选择动画资产
- 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 /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。
Umodel源码
- https://github.com/gildor2/UEViewer
- 其他版本
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
- 使用 Umodel 或 QuickBMS 与 Unreal Tournament 4 脚本来提取 UEXP
- 下载QuickBMS https://aluigi.altervista.org/quickbms.htm
- 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。 - 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。
- 然后可以使用以下任何工具将 HCA 转换为 wav:
- Foobar with VGMStream http://www.foobar2000.org/download http: //www.foobar2000.org/components/view/foo_input_vgmstream
- Thealexbarney 的 VGAudio https://github.com/Thealexbarney/VGAudio
- Nyagamon 的 HCADecoder https://github.com/Nyagamon/HCADecoder
ffmpeg -i input.awb -acodec libmp3lame -ab 192k output.mp3
鸣潮
鸣潮个版本ASE:https://github.com/ClostroOffi/wuwa-aes-archive
Version | Operating System | Build | Server | Main AES Keys | pakchunk-5 AES Keys | Status |
---|---|---|---|---|---|---|
0.1.0 | Windows | Technical Test Build | CN | 0x773630F7D0C0516311D0598C538EB94AABAD423208F3633A98E34513557DE2C5 | None | Functional |
0.7.0 | Windows | CBT1 (Closed Beta Test) Build | OS & CN | 0x3CD6493EFB7AE59DC3452D0F9CFF44D2CAD4BDC1FBA00DF7CC4FA4707A81AD75 | None | Functional |
0.8.0 | Windows | pre-CBT2 (NDA Test Build) | CN | 0xF259C330E6B308BF34086CF30013241A1277F6E25D8F580746C2E8829EA1E15F | 0xAEA4CBC6E1B6CCCD49F2426087AFDDC1F84662B45019BB6CBFFD62F470AFCDD5 | Functional |
0.9.0 | Windows | CBT2 (Closed Beta Test) Build | OS & CN | 0xF259C330E6B308BF34086CF30013241A1277F6E25D8F580746C2E8829EA1E15F | 0xF0ABFF9E59F0A1C5723AA146CBC190B641E5528E18F2AF1AA364A741E80E3EC8 | Functional |
0.10.0 | Windows | Localization Pre-release Test Build | CN | 0xE0D4C0AA387A268B29C397E3C0CAD934522EFC96BE5526D6288EA26351CDACC9 | None | Functional |
1.0 | Windows | Release Build | OS | 0xE0D4C0AA387A268B29C397E3C0CAD934522EFC96BE5526D6288EA26351CDACC9 | 0xE8F50588DEDAE3C5158E78FA7349A2C1E09CEC20B4A0FA4B2CF82C0ADDEFE2EA | Functional |
1.0 | Android | Release Build | OS | 0xE0D4C0AA387A268B29C397E3C0CAD934522EFC96BE5526D6288EA26351CDACC9 | 0x3BE656CDF13186E14E15E2A088FDB6D888DF8890501305F882B6751D655BC91D | Untested |
1.0 | iOS & iPad OS | Release Build | OS | 0xE0D4C0AA387A268B29C397E3C0CAD934522EFC96BE5526D6288EA26351CDACC9 | 0x78D8F3814E6EB5AE71466DEDE1BA6F1C22DB5769455924B9D10A4C3E89E364D9 | Untested |
1.0 | Windows | Release Build | CN | 0xE0D4C0AA387A268B29C397E3C0CAD934522EFC96BE5526D6288EA26351CDACC9 | 0x030115E0B73D89503D64D89FA4CA4966C16FC3B366AEE6A1BE3954F5EDD09661 | Functional |
1.0 | Android | Release Build | CN | 0xE0D4C0AA387A268B29C397E3C0CAD934522EFC96BE5526D6288EA26351CDACC9 | 0x9D0B462C529DBA54DF23E18FAA758591798ED477AC664316F1C1F97992F0C3CE | Untested |
1.0 | iOS & iPad OS | Release Build | CN | 0xE0D4C0AA387A268B29C397E3C0CAD934522EFC96BE5526D6288EA26351CDACC9 | 0x71278FF9F0C0B607908EFCAC4EA412E763144F011746EE0BF55A86EE950DE787 | Untested |
1.1 | Windows | Beta Build | CN | 0x47445D63F10E5EB004B8D3352A58C3E8444E1F7D1907A442D204161C71C567DC | None | Functional |
1.1 | Windows | Release Build | OS | 0x43C51CC2369B9DD195EDCF426C78E30E99D7514DC14E8C03A831E128A3941010 | 0x52B3F2003A28C3145C98866BEECC3F884051140E03CC42946A89DB126AD55E9C | Functional |
1.1 | Android | Release Build | OS | 0x43C51CC2369B9DD195EDCF426C78E30E99D7514DC14E8C03A831E128A3941010 | 0xB7370A8CB4BF5BECACA1325DDC0FF17F7E20C1145962D2F5CEA4CD0BB984EE | Untested |
1.1 | iOS & iPad OS | Release Build | OS | 0x43C51CC2369B9DD195EDCF426C78E30E99D7514DC14E8C03A831E128A3941010 | 0x274CEFEA28768C320ECA33736968D98EE31DEC6C32536A862C8E7954EA0EB3F7 | Untested |
1.1 | Windows | Release Build | CN | 0x43C51CC2369B9DD195EDCF426C78E30E99D7514DC14E8C03A831E128A3941010 | 0xC6F1A514CC58A88C1FE934E93DBD6E532EA5A00C2A2C9E4AE7774832BFF0686D | Functional |
1.1 | Android | Release Build | CN | 0x43C51CC2369B9DD195EDCF426C78E30E99D7514DC14E8C03A831E128A3941010 | 0x6926CEAC6639B4E18DA566BB00BC4F0BE67E98768E4121C733F3AC033E1D4586 | Untested |
1.1 | iOS & iPad OS | Release Build | CN | 0x43C51CC2369B9DD195EDCF426C78E30E99D7514DC14E8C03A831E128A3941010 | 0xA10A653F18F3497FABC2F8EC39EACA8AC3379CD53B92CEA17C05B41A0C4507C8 | Untested |
1.2 | Windows | Beta Build | CN | 0x4D65747EDEB74A1DE116B1DD147CF79CD6C082F0DB7908E1BBD37F0428426469 | None | Functional |
1.2 | Windows | Release Build | OS | 0x4D65747EDEB74A1DE116B1DD147CF79CD6C082F0DB7908E1BBD37F0428426469 | 0xB8B2D6B3DE6DA30113D7139BA95BD62E5E91EEAAAA3EBA7F7CD8261EEAA7F992 | Functional |
1.2 | Android | Release Build | OS | 0x4D65747EDEB74A1DE116B1DD147CF79CD6C082F0DB7908E1BBD37F0428426469 | 0x1EB5B065960D66252A35CD1AC712078E8F471C0BA93B0CFFFC958F3D2112B9F1F | Untested |
1.2 | iOS & iPad OS | Release Build | OS | 0x4D65747EDEB74A1DE116B1DD147CF79CD6C082F0DB7908E1BBD37F0428426469 | 0xCCCCC77B8CE81898DA9AE9FDBF7AB5B2A80A70C38177A5999010C75193586231 | Untested |
1.2 | Windows | Release Build | CN | 0x4D65747EDEB74A1DE116B1DD147CF79CD6C082F0DB7908E1BBD37F0428426469 | 0x1454A21FD285F51959AF0164EEBD8AE81D725BF499F13525539E7A1568F0E9D8 | Functional |
1.2 | Android | Release Build | CN | 0x4D65747EDEB74A1DE116B1DD147CF79CD6C082F0DB7908E1BBD37F0428426469 | 0xE8A45AF0BB37E139C328309340E0958292A8A07007FE7E3A771AA8D74099F5D6 | Untested |
1.2 | iOS & iPad OS | Release Build | CN | 0x4D65747EDEB74A1DE116B1DD147CF79CD6C082F0DB7908E1BBD37F0428426469 | 0x6651BB4632FE9D8FC5B78BF8F41DB0DF4EFFB338C127434CD093D6AA368050E3 | Untested |
1.3 | Windows | Beta Build | CN | 0x63B32F1F0DFB84CD4763EA5BC430D305AFDF126774CC3CCDB6CE0CEF3115256F | None | Functional |
1.3 | Windows | Release Build | OS | 0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684 | 0xBDA94387C9E7F157CE31B25144A2DF54E3A1BF011A69E86485470D4132F23BC0 | Functional |
1.3 | Android | Release Build | OS | 0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684 | TBD | Untested |
1.3 | iOS & iPad OS | Release Build | OS | 0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684 | TBD | Untested |
1.3 | Windows | Release Build | CN | 0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684 | TBD | Functional |
1.3 | Android | Release Build | CN | 0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684 | TBD | Untested |
1.3 | iOS & iPad OS | Release Build | CN | 0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684 | TBD | Untested |
1.4 | Windows | Beta Build | CN | 0xF031394DB4776A6DF94A04DA25774655406C4A6C6941C3788FB51C2D423206C2 | None | Functional |
https://www.gildor.org/smf/index.php?topic=8258.0 UE4 version: 4.26 Wuthering Waves (beta) 0xF259C330E6B308BF34086CF30013241A1277F6E25D8F580746C2E8829EA1E15F
//D:\OtherTools\GameAssets\umodel_win32_1590\umodel_materials.exe -path=D:\Games\WutheringWaves -out=C:\Users\BlueRose\Desktop\WutheringWaves -game=wuther -aes=0xF259C330E6B308BF34086CF30013241A1277F6E25D8F580746C2E8829EA1E15F
//D:\OtherTools\GameAssets\umodel_win32_1590\umodel_materials.exe -path=D:\Games\WutheringWaves -out=C:\Users\BlueRose\Desktop\WutheringWaves -game=wuther -aes=0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684
国际服
D:\OtherTools\GameAssets\umodel_win32_1590\umodel_materials.exe -path=D:\Games\WutheringWaves_global -out=C:\Users\BlueRose\Desktop\WutheringWaves -game=wuther -aes=0x0B3915926D75EC12C602DB59000FC1F8AD5BA45D3A6A5B1675E4B7B54E703684
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
植被模型存在较大概率提取出错的问题
- Scene
- Assets
- Common
- Levels
- HeiHaiAn
- HuangLong
- FuBen
- FB_ZheZhi
- FuBen
- LiangDao
- WuYinQu
PCG- SkyBox
- Temp
- Assets
罪恶装备
- Guilty Gear: Strive 0x3D96F3E41ED4B90B6C96CA3B2393F8911A5F6A48FE71F54B495E8F1AFD94CD73
- UE 4.25
//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:
碧蓝幻想Rising
- Granblue Fantasy Versus 0x2A472D4B6150645367566B597033733676397924423F4528482B4D6251655468
- UE 4.21
//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
碧蓝幻想Relink
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
-
支持ACL的UModel https://github.com/MinshuG/UEViewer
Pak AdditiveAnimation 恢复
脚本分析
BaseAnimation
主要逻辑:
- 根据路径导入fbx文件。
- 获取所有骨骼数据。
- 骨骼进行缩放。
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
将路径正确的AdditiveAnimation动画路径加入LstAnims中。
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)
)
)
)
)
ExportAnimation
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)
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
)
)
)
CalculateAddRotation:
fn CalculateAddRotation index =
(
//导入AdditiveAnim
importFile Anims[index].Address #noPrompt using:Wavefront_Object
local bones = FindAllBones()
//清空数组
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)
//针对XYZ情况的不同,将数据存入BoneRotationArray数组。
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
)
)
RotationBone():
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))
)
)
适配鸣潮的思路
-
修改骨盆骨骼与脊椎骨骼相关逻辑。
- FindAllBones_Recurse。
-
增加BoneFilter,移除其他WeaponBone的影响。
-
增加对Bip骨骼的适配逻辑。
-
g_spineName = "spine_01"
-
parent.name == "pelvis"