November 28, 2025Nov 28 Hi. I have unpacked assets from the game Cyber Hunter, which closed in July 2024. I'm actually very interested in the animations from this game. After a bit of research into all the archive directories, I'm pretty sure that the .gis files are animation files (the folder that stores all the animations has the Chinese name "dongzuoku_gis" - which translates to "Action library"). Also, all the files have the correct name (lobby_emotion_laugh.gis) and are quite large size (typically for game animations lasting ~15 seconds). After checking the file in Hex, I was able to determine that the first bytes contain a list of bones, followed by, I believe, animation keys. Does anyone have any idea how to check this file and figure out a way to convert it to more common formats that support armatures with animation (if the file contains rig data) or, for example, how to import animation keys onto an existing armature for which this animation is intended? Thanks in advance if anyone can help me learn a little more! lobby_emotion_laugh.zip
November 30, 2025Nov 30 Author 9 hours ago, WindShadowRuins said: Can you add 1 or 2 more gis? Of course, you can check these files: dongzuoku_gis.zip
December 18, 2025Dec 18 Localization This could be solvable but you would need to send the armature with the animations they are for. Probably the executable as well. I took one glance at it and it looks like a derivative of the same animations used in the game "Where The Winds Meet" that came out not long ago. Maybe same game engine but different iteration? I didn't bother looking. It would take a very long time for someone to work with these animations without the skeleton, knowledge of the game engine, and the specific game itself. With the game being closed, others can't get access to the game to work on it. Your best bet is to look into the modding scene of the game Where the Winds Meet to see if there was progress there. Might work in inverse for your older game if such is the case. While typing this I just now realized this is an older forum post from back in November. Still going to reply regardless so others will see this. Notes for others.: When asking about an animation format and sending a sample, also send with it a base skeleton "model + skeleton" that the game uses for that animation. Need the actual "skeleton" along with the animations to work with. Sending only an animation and asking for help is almost the same as sending someone an encrypted snippet of writing in another language without telling them what the original language was and to decode it. Think of the skeleton like a decoder tool they would use to decrypt that language or the name of the base language used that got encrypted. Best analogy I could think of on the fly. If the game is dead and can't be downloaded..... There isn't much a person can do without having access to those files. In many cases looking at all the files in the game, especially the executables is the main key. It helps out a lot. One needs to understand the game engine more "including the game itself" to understand the game formats used.
January 18Jan 18 On 12/18/2025 at 11:35 PM, Eilde said: This could be solvable but you would need to send the armature with the animations they are for. Probably the executable as well. I took one glance at it and it looks like a derivative of the same animations used in the game "Where The Winds Meet" that came out not long ago. Maybe same game engine but different iteration? I didn't bother looking. It would take a very long time for someone to work with these animations without the skeleton, knowledge of the game engine, and the specific game itself. With the game being closed, others can't get access to the game to work on it. Your best bet is to look into the modding scene of the game Where the Winds Meet to see if there was progress there. Might work in inverse for your older game if such is the case. While typing this I just now realized this is an older forum post from back in November. Still going to reply regardless so others will see this. Notes for others.: When asking about an animation format and sending a sample, also send with it a base skeleton "model + skeleton" that the game uses for that animation. Need the actual "skeleton" along with the animations to work with. Sending only an animation and asking for help is almost the same as sending someone an encrypted snippet of writing in another language without telling them what the original language was and to decode it. Think of the skeleton like a decoder tool they would use to decrypt that language or the name of the base language used that got encrypted. Best analogy I could think of on the fly. If the game is dead and can't be downloaded..... There isn't much a person can do without having access to those files. In many cases looking at all the files in the game, especially the executables is the main key. It helps out a lot. One needs to understand the game engine more "including the game itself" to understand the game formats used. Hello, I used (blender2.93) character animation to restore 95% neox engine skeletal animation. The abnormal twisting of the rest pelvis is because I haven't solved the transformation of the left-hand coordinate system perfectly. If you are interested, you can add discord to me. With your help, cracking the skeletal animation will be 100%.
January 23Jan 23 Author On 1/18/2026 at 5:07 PM, gta6kkklll said: Hello, I used (blender2.93) character animation to restore 95% neox engine skeletal animation. The abnormal twisting of the rest pelvis is because I haven't solved the transformation of the left-hand coordinate system perfectly. If you are interested, you can add discord to me. With your help, cracking the skeletal animation will be 100%. Sure, please add me: olgabuzova9055
January 23Jan 23 Author On 12/18/2025 at 6:35 PM, Eilde said: Это можно решить, но вам потребуется отправить скелет вместе с анимациями, для которых они предназначены. Вероятно, и исполняемый файл тоже. Я бегло взглянул на него, и он выглядит как производная от тех же анимаций, что использовались в игре "Where The Winds Meet", вышедшей не так давно. Возможно, тот же игровой движок, но другая итерация? Я не стал искать. Работа с этими анимациями без скелета, знания игрового движка и специфики игры заняла бы очень много времени. Поскольку игра закрыта, другие не смогут получить к ней доступ для работы. Лучше всего поискать прогресс в сообществе моддеров игры Where the Winds Meet. Возможно, это сработает и для вашей старой игры, если это так. Пока я это пишу, я только что понял, что это старый пост на форуме, ещё с ноября. Тем не менее, я всё равно отвечу, чтобы другие это увидели. Заметки для других: При запросе формата анимации и отправке образца, также отправьте базовый скелет («модель + скелет»), который игра использует для этой анимации. Необходим сам «скелет» вместе с анимацией для работы. Отправка только анимации с просьбой о помощи — это почти то же самое, что отправка кому-то зашифрованного фрагмента текста на другом языке без указания исходного языка и просьбы расшифровать его. Представьте скелет как инструмент дешифровки, который они могли бы использовать для расшифровки этого языка или названия базового языка, который был зашифрован. Лучшая аналогия, которая пришла мне в голову на ходу. Если игра мертва и её нельзя скачать… Без доступа к этим файлам мало что можно сделать. Во многих случаях просмотр всех файлов игры, особенно исполняемых файлов, является главным ключом к решению проблемы. Это очень помогает. Чтобы понять используемые форматы игры, необходимо лучше понимать игровой движок, «включая саму игру». Yes, I think it was stupid to ask for help without providing the rig the animation was created for. If you're interested, you can check it out I've included the original .mesh file and the one already converted to .fbx in the archive. Thanks 🙂 meshfbx.zip Edited January 23Jan 23 by vchakchina
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