I can't thank you enough! i spent ages trying to figure this out myself getting errors left and right not understanding what i was doing wrong... i'd practically given up when until i found this video and it works like a charm!
I'm glad that I helped. When I make these types of videos I only make them when I want to learn how to rip assets from a specific game and man it was fun trying to figure out how to extract Xcom assets.
Hey Rook! Just wanted to let you know that I seriously appreciate that you took the time to record this video. I've wanted to extract models from XCOM 2 for so long now to make artwork of my soldiers, and while you didn't cover that here, you've shown me more then enough that I can figure it out from here hopefully :P. Keep up the good work man, and thank you!
Glad that I helped, tbh I kinda needed to replicate a head model for myself and I hardly found any tutorials out there... 😅 So I shared what I discovered
@@EyelessRook I need some more help with this. The textures aren't unwrapping correctly when I pull them into blender, do I need to unwrap them myself, or is there an easier way? Yours appears to unwrap perfectly automatically.
Hey I have a very amateur question for anyone here. If Use blender to make an edit to a model I exported using UE viewer. What software do I need to use to convert it back to a upk for use in game?
hey so im not entirely sure if you'll be able to help me out here, but i figured id ask because im really just bashing my head against a wall here trying to figure this out, since this is the first time ive ever tried anything with 3d models. essentially what ive been doing is ripping the models so that i could 3d print them, and so far its gone pretty well. When it comes to fully modeled meshes i can easily export them with the animation set i want and then select the keyframe i want the model to be in and then export out of blender as the stl, this works fine and ive printed a few models off and they look stellar. the problem im facing is making custom soldiers that are printable... it seems the only way i can figure out how to do this is going to be an unbelievable pain but it seems like there should be an easier way to do it. for example ive exported all of the bits i want for a templar, i can then import these bits into blender really easily and they even save their position in relation to eachother so once all are exported they're already in the perfect place... however this just creates a t-posing soldier, i need a way to be able to add animations to these models. There are two ways i can think of doing this, the first is i do exactly what ive already done, export the fbx light meshes and import them to blender and then export the animation set i want and import that into blender, the issue i encounter here is i have literally no idea how im supposed to apply the animation set to the meshes. my second thought was rather than ripping the light meshes alone instead id apply the animation set to each peice individually and export them out, this should allow me to then have each piece with the animation set then select the same keyframe for each piece and then put them together. the issue here is the content browser in the xcom 2 development tool version of the unreal 3 engine's content browser is kinda hurting my brain, i dont really know how im supposed to get all the pieces i need to show up in the content browser, or if there's just a better way to do it in general. i apologise for the long messy comment, if you cant help thats fine or if im not making much sense then i also understand im just really hoping i can find a one painful way to create custom character models. i even thought about potentially ripping the models out of the character pool, if thats possible, but thats the thing i have no idea if thats possible, and if it is i certainly have no idea how i'd do that... any help would be greatly appreciated.
What a huge comment! Alright, I first have to mention that I didn't play with any animation sets from the game so I'm going to try giving you a bit of basic info. Models and animation rigs are basically 2 different models. So for a model to get the values of the rig you should arrange the rig to a t-pose in one keyframe that you set so it would get the form of the T-posing model. It will be a tedious procedure. After you set the model and the rig to link all of the parts, you select both of the model and rig and set parents with automatic weights. Theoretically it will distort the model a bit but with a ctrl z you can fix the bone that's distorting the model until you get the desired rigged model. After that the animation keyframes will put you model into the poses you want (Technically). I'm a beginner blender user but that's usually what I do. So I'm not experienced with these easier techniques.
Hello, your video has really helped me with a project that I'm doing with the enemy character models. But I simply want to view them and not import them into blender. Do you (or anyone else in the comments) know how I can do this?
question, i was doing some titanfall 2 model extracting and ran into a problem, i for some reason cannot seem to find the titan models, would you happen to know where they are located?
Make sure you're extracting the titan .mdl files from englishclient_mp_common.bsp.pak000_dir.vpk (models →titans→ weight category (heavy, medium, light) - Each vanilla titan has a codename different from the ingame name except for the prime variants. For textures: Open Legion, common.rpak, search for titan's name(+warpaint)
@@peeledbananagaming3512 I've had the same issue. Looking to animate them as well are we? Ever since I got WOTC I've wanted to animate the Templar being cool but I can't find their models ANYWHERE.
@@EyelessRook Oh because I needed to download the Spider-Man classic damaged suit for my Spider-Man fan film and I bought the game but it would not open for me so I just refunded it dang 😥
I can't thank you enough! i spent ages trying to figure this out myself getting errors left and right not understanding what i was doing wrong... i'd practically given up when until i found this video and it works like a charm!
I'm glad that I helped. When I make these types of videos I only make them when I want to learn how to rip assets from a specific game and man it was fun trying to figure out how to extract Xcom assets.
@@EyelessRook fun is one word for it :P
Hey Rook! Just wanted to let you know that I seriously appreciate that you took the time to record this video. I've wanted to extract models from XCOM 2 for so long now to make artwork of my soldiers, and while you didn't cover that here, you've shown me more then enough that I can figure it out from here hopefully :P.
Keep up the good work man, and thank you!
Glad that I helped, tbh I kinda needed to replicate a head model for myself and I hardly found any tutorials out there... 😅 So I shared what I discovered
@@EyelessRook I need some more help with this. The textures aren't unwrapping correctly when I pull them into blender, do I need to unwrap them myself, or is there an easier way? Yours appears to unwrap perfectly automatically.
Hey I have a very amateur question for anyone here. If Use blender to make an edit to a model I exported using UE viewer. What software do I need to use to convert it back to a upk for use in game?
hey so im not entirely sure if you'll be able to help me out here, but i figured id ask because im really just bashing my head against a wall here trying to figure this out, since this is the first time ive ever tried anything with 3d models.
essentially what ive been doing is ripping the models so that i could 3d print them, and so far its gone pretty well. When it comes to fully modeled meshes i can easily export them with the animation set i want and then select the keyframe i want the model to be in and then export out of blender as the stl, this works fine and ive printed a few models off and they look stellar.
the problem im facing is making custom soldiers that are printable... it seems the only way i can figure out how to do this is going to be an unbelievable pain but it seems like there should be an easier way to do it. for example ive exported all of the bits i want for a templar, i can then import these bits into blender really easily and they even save their position in relation to eachother so once all are exported they're already in the perfect place... however this just creates a t-posing soldier, i need a way to be able to add animations to these models.
There are two ways i can think of doing this, the first is i do exactly what ive already done, export the fbx light meshes and import them to blender and then export the animation set i want and import that into blender, the issue i encounter here is i have literally no idea how im supposed to apply the animation set to the meshes.
my second thought was rather than ripping the light meshes alone instead id apply the animation set to each peice individually and export them out, this should allow me to then have each piece with the animation set then select the same keyframe for each piece and then put them together. the issue here is the content browser in the xcom 2 development tool version of the unreal 3 engine's content browser is kinda hurting my brain, i dont really know how im supposed to get all the pieces i need to show up in the content browser, or if there's just a better way to do it in general.
i apologise for the long messy comment, if you cant help thats fine or if im not making much sense then i also understand im just really hoping i can find a one painful way to create custom character models. i even thought about potentially ripping the models out of the character pool, if thats possible, but thats the thing i have no idea if thats possible, and if it is i certainly have no idea how i'd do that... any help would be greatly appreciated.
What a huge comment! Alright, I first have to mention that I didn't play with any animation sets from the game so I'm going to try giving you a bit of basic info.
Models and animation rigs are basically 2 different models. So for a model to get the values of the rig you should arrange the rig to a t-pose in one keyframe that you set so it would get the form of the T-posing model. It will be a tedious procedure. After you set the model and the rig to link all of the parts, you select both of the model and rig and set parents with automatic weights. Theoretically it will distort the model a bit but with a ctrl z you can fix the bone that's distorting the model until you get the desired rigged model. After that the animation keyframes will put you model into the poses you want (Technically).
I'm a beginner blender user but that's usually what I do. So I'm not experienced with these easier techniques.
@@EyelessRook this sounds like it has potential, so i will try this and hope this works out :)
Hello, your video has really helped me with a project that I'm doing with the enemy character models. But I simply want to view them and not import them into blender. Do you (or anyone else in the comments) know how I can do this?
question, i was doing some titanfall 2 model extracting and ran into a problem, i for some reason cannot seem to find the titan models, would you happen to know where they are located?
Make sure you're extracting the titan .mdl files from englishclient_mp_common.bsp.pak000_dir.vpk
(models →titans→ weight category (heavy, medium, light) - Each vanilla titan has a codename different from the ingame name except for the prime variants.
For textures: Open Legion, common.rpak, search for titan's name(+warpaint)
@@EyelessRook aight, thx!
Looking for the Templar character set, where would that be?
Since the character has been introduced in WOTC, the file models should be in the WOTC SDK folder.
I looked in there, following the general path relating to the standard XCOM sdk file but it doesn’t have anything relating to the models
@@peeledbananagaming3512 I've had the same issue. Looking to animate them as well are we? Ever since I got WOTC I've wanted to animate the Templar being cool but I can't find their models ANYWHERE.
Do you need the game that you want for it to work?
Basically yes, since you need to have the game files downloaded.
@@EyelessRook Oh because I needed to download the Spider-Man classic damaged suit for my Spider-Man fan film and I bought the game but it would not open for me so I just refunded it dang 😥
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rip