Custom Animations
Want to change a Pal’s walk cycle, give it a different idle, or add a hat that flies back when it runs? Custom animations were historically painful because adding bones to a modded skeleton tended to break every other animation. Shifty solved the fiddly part with a tool and wrote up the workflow, shared in the guides channel (linked in Credits).
What you need
Section titled “What you need”- UnrealModSkeletonFixer - Shifty’s tool that automates the skeleton/bone fix and the build/push into your mod directory (read its README for the in-depth details).
- Python 3.4+ installed.
- A working mod folder from the model-swap tutorial - do that first.
- FModel to export the original skeleton.
The workflow
Section titled “The workflow”- Download and unpack the tool into any directory.
- Follow the model-swap tutorial up to the point where you have an
initial mod folder structure (e.g. a
<YourMod>_Pfolder). - Move that mod folder into the tool’s mods folder (alongside the provided
ExampleMod_P). - Edit the tool’s
config.json, setting:cook_content_folder- the Content folder in your Unreal cook output.packer_path- your UnrealPak.exe (the packing tool from the model-swap tutorial).mods_p_path- the folder where mod.pakfiles go.
- Run
ModBuilder.bat- the tool builds and pushes the mod into the mod directory. At this point the bones are not yet fixed for build mods. - To fix the bones, export the original skeleton
.uasset(+.uexp) for the model you’re animating, using FModel with Export as Raw Data (.uasset) - make sure it’s the Skeleton file (e.g.SK_PinkCat_Skeleton.uasset). Feed it to the tool as its README describes.
The result is a model that carries your new animation without losing its existing ones.
Credits
Section titled “Credits”-
Custom-animation workflow and the UnrealModSkeletonFixer tool created and shared by Shifty (ShiftyChesh), which makes adding animations/bones to modded Palworld skeletons practical.
Source: Shifty - original message
-
Tool: UnrealModSkeletonFixer by Shifty.