Yesterday at 12:22 AM1 day Hey folks, I’m pretty new to game reverse engineering, and right now I’m trying to use AI to help me rip the animation assets from an MMORPG called “DaoJian2”. I really love the unique feel of the combat animations in this game, and I’d love to export and archive them for myself. The game uses a custom engine, with mesh files in .pmf, skeleton files in .psf, and animation files in .paf. I’m using Noesis (with the specific plugin) to combine and preview the files, but I’ve run into a bug I just can’t figure out. In the .psf preview window, the static skeleton skinning looks correct — but once I switch to the .paf animation preview, all the mesh parts flip/reverse direction. I’ll attach the Noesis plugin code (I’m on v4474) and some sample files. Really hoping someone here can give me a hand! Thanks a ton! DaoJian2_Sample.zip fmt_daojian2_paf.py
3 hours ago3 hr Supporter On 8/13/2026 at 8:22 AM, neriuh said:Hey folks, I’m pretty new to game reverse engineering, and right now I’m trying to use AI to help me rip the animation assets from an MMORPG called “DaoJian2”. I really love the unique feel of the combat animations in this game, and I’d love to export and archive them for myself. The game uses a custom engine, with mesh files in .pmf, skeleton files in .psf, and animation files in .paf. I’m using Noesis (with the specific plugin) to combine and preview the files, but I’ve run into a bug I just can’t figure out. In the .psf preview window, the static skeleton skinning looks correct — but once I switch to the .paf animation preview, all the mesh parts flip/reverse direction. I’ll attach the Noesis plugin code (I’m on v4474) and some sample files. Really hoping someone here can give me a hand! Thanks a ton!DaoJian2_Sample.zip fmt_daojian2_paf.pySkinned skeleton, animation, mesh, if the coordinate system, of course, this coordinate system does not necessarily refer to whether the animation uses the left hand or the right hand, it also refers to the skeleton, how to set the initial orientation of the mesh, lack of unification may lead to this situation, you can check the reasons one by one.Click the middle of the mouse and the animation will return to the binding posture. If this state is normal, it means there should be no problem with the mesh.The skeleton is the most prone to problems. Even if the preview is normal, it may not be correct. You can export a file without animation into blender, select a bone and drag it to see if the rotation and movement are normal. If no other bone abnormalities appear when pulling the bone, the skeleton is also correct.Then check the animation. It is recommended not to add a mesh first, but to load a pure skeleton animation. If there is no problem in this way, then the problem should be in the skinning.Of course, there may also be problems caused by combination. For example, your skeleton needs to be reversed on a certain axis to be normal. Does your animation need to be reversed? Does the skin layer need to be reversed for the bones on the skin? This will cause the three things to play their own roles.
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