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wutdahax

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  1. Step 7a: find out what you need Step 7c: create all the right files in the right places and hook up your skeletal mesh to those files When you pak your mod those files will not be included but the skeletal mesh will know to look for them and it will find the original versions of those files instead
  2. You would have to recreate all of the animations for that character with the bones scaled on every keyframe. Import all of the PSA files, edit all of the keyframes, export fbx from blender, import fbx as animation to ue4, place in the correct directory with correct name... It's just not practical, far too much work.
  3. Many many thanks to @oscateexor (twitter: @dddzande) for translating these instructions! If you are having trouble with imported normals after you have followed the tutorial, try this: English: PSK is not capable of storing a perfect mesh, glTF import/export does not have the correct skeleton, so you should combine them. Get the new version of oscateexor's customised UModel. Export without morph targets as PSK and with morph targets as glTF. Import skeleton only from PSK. Import all glTF files. Scale the imported meshes exactly 100x (S 100 Enter) and apply the tranformation (Ctrl+A to show the "Apply" menu, choose "All transforms") Delete all of the glTF skeletons (you can use box select on some bones and press delete once) Make morph targets like the tutorial. Drag your mesh to the PSK armature and hold shift before release to parent it. Update the Armature modifier to use the PSK skeleton's armature. Split the face from the rest and delete shape keys from the non-face part. Remove unused material slots on both parts. Use batch rename to remove _COLOR_0 from the material slot names. Continue from step 5 in my tutorial. Japanese: PSK フォーマットはデータ構造の仕様上、メッシュの法線データが失われた状態で出力される一方で、glTF フォーマットはエクスポートまたはインポート時に問題があり、ボーンが壊れてしまう なので、2つを組み合わせることで (PSKボーン + glTFメッシュ) 正常なモデルデータを再現することを目指す oscateexor氏の記事から新しいバージョンの(fix 2) 改変版UModel を入手 PSKはモーフターゲットなしでエクスポート、glTFはモーフターゲットありでエクスポート PSKファイルからボーンのみインポート、glTFファイルを全てインポート 全てのglTFメッシュを選択してx100倍に拡大 (ショートカット: S 100 Enter) その後、変形を確定させる (Ctrl+A で表示される"適用"メニューから"全トランスフォーム"を選択) glTFファイルからインポートされた全てのボーンを削除 (マウスドラッグで一度に複数選択して削除可能) ここで、これまでのチュートリアルにあったように、glTFメッシュ群を "シェイプキーとして統合/Join as Shapes" することで、glTFベースメッシュの中にシェイプキーを作成する メッシュをPSKボーンの上にシフトを押しながらドラッグ&ドロップすると、親子付けできる (PSKボーンが親) glTFメッシュオブジェクトに付与されているアーマチュアモディファイアの、対象ボーン名をPSKボーンの方に更新 メッシュの顔マテリアル部分を別オブジェクトに"分離"して、切り離された顔以外のメッシュオブジェクトからシェイプキーを削除する 両方のパーツから、使われてない方のマテリアルスロットを削除する (顔パーツは顔マテリアルだけ残して他を削除、身体パーツは顔マテリアルだけ削除) マテリアル名に_COLOR_0が含まれている場合、リネームして消す ここからは、wutdahax氏のチュートリアル Step5 へ継続可能 In my experience these are the best settings for FBX export: This is the method I used in the latest version of my mods for Angela and Riesz: https://www.nexusmods.com/trialsofmana/mods/5 https://www.nexusmods.com/trialsofmana/mods/30
  4. M_ch_Rock is a material, not a material instance (MI_) or material function (MF_) Also this is just a guess, but try enabling these options in your material:
  5. This guy on twitter has been having a really rough time trying to mod characters but he's doing things like adding cute glasses to Riesz and has ideas like converting Angela into a parody of a character from another game. I think he has some fun ideas and I want to see what he can do with the right information. I'd like to help him out but I don't speak japanese and he doesn't speak english. Could someone please tweet him a translation of this? It probably wouldn't fit in a tweet so you could post a reply here in japanese and tweet him a link. PSK is not capable of storing a perfect mesh, glTF import/export does not have the correct skeleton, so you should combine them. Get the new version of oscateexor's customised UModel. Export without morph targets as PSK and with morph targets as glTF. Import skeleton only from PSK. Import all glTF files. Scale the imported meshes exactly 100x (S 100 Enter) and apply the tranformation (Ctrl+A to show the "Apply" menu, choose "All transforms") Delete all of the glTF skeletons (you can use box select on some bones and press delete once) Make morph targets like the tutorial. Drag your mesh to the PSK armature and hold shift before release to parent it. Update the Armature modifier to use the PSK skeleton's armature. Split the face from the rest and delete shape keys from the non-face part. Remove unused material slots on both parts. Use batch rename to remove _COLOR_0 from the material slot names. Continue from step 5 in my tutorial. Thanks! P.S. In my experience these are the best settings for FBX export
  6. Something i thought i should mention about shape keys breaking textures. If you encounter this problem and then fix it, you have to delete the skeletal mesh from your UE4 project and import the fbx again. Simply using the "Reimport" option will not update the broken shape keys. It's a good idea to import with materials as material instances and then use a common material as the parent. I made a material like this for clothing, where morph targets should not be applied: Notice "Use with Morph Targets" and "Automatically Set Usage in Editor" are not enabled. Then I have another material for face and body skin with morph targets enabled. My material instances now hook up to the right textures and appear on my skeletal mesh (for preview purposes). If I tweak a morph target and it affects the wrong material, the texture will break in the editor preview exactly as it would in game, so I can check this way without having to unlock that class or even load up the game.
  7. That's my mod. I doubt they will take it down because it doesn't "sexuialize" a minor. However, if they do, I will post it here immediately.
  8. @koechophe there is no need to transfer shape keys if the "face" part is a separate mesh. Once you have appended the face mesh with working morphs, just delete the broken one and connect the working one to the armature and material. Having the face as a separate mesh is practically required anyway because it's the only part that uses a master material with "use morph targets" enabled. If you have other material types on the same mesh, they will be replaced with placeholders when the face morphs at run time.
  9. The animation blueprint (ABP) contains logic for specific bones found in the skeletal mesh. If your new skeletal mesh does not contain those bones, it won't be able to make them move. (we don't know the exact contents of these blueprints so we leave them empty and don't include them in our pak so that the originals are loaded in place of our empties) The common skeleton contains all the bones for all the meshes that share it. Here's an example of my skeleton previewing Angela after I imported a few different characters. Here you can see that some of the bones in the common skeleton are not used by Angela: You will need to make note of which bones exist in the original skeleton and blend them with your new mesh. In my opinion, the simplest way is to load both models into blender, delete the skeleton from one model, the mesh from the other model, and then update the armature modifier on the mesh to point to the skeleton. You will need to update the vertex groups (at the very least rename the old ones to match the new names) or do some weight painting, but theoretically it should work.
  10. I believe this is due to the texture surface map T_pc06_03d_wear01_M. You should change the material slot for the body so that it no longer uses wear01, but only uses body01. Edit the UV so that the polygons fit on T_pc06_01a_body01_C You should edit the UVs and make very minor changes to the textures (add nipples, pubic hair etc) without changing the position of things in the image. That will make sure the same texture will work correctly on other costumes that you have not modified. Face -> Tris to Quads (Alt+J) might help. The artifacts you are seeing are caused by the texture (pc06_03d_wear01_M) responsible for various surface effects. I believe it controls specular, metallic, roughness and possibly ambient occlusion, but I'm not sure. You need to make the whole body use the MI_pc06_01a_body01 material slot and correct the positions of vertices that do not fit in the UV map. This article helped us figure out some important things before I wrote my tutorial: http://hal51.click/game/tom_modding Part 5 will be particularly interesting to you: Additionally, seams between meshes can be fixed with Vertex -> Merge Vertices -> By Distance. You may need to select the overlapping vertices in wireframe view and adjust the distance to get the desired result.
  11. That's my mod! XD I have a better version coming, made with oscateexor's new glTF export :D
  12. You can get any character you like by following the first few steps in my tutorial: You can use Max or Maya if you prefer them over Blender and already know how to output the correct format for Source Filmmaker. If you don't own the game, you can get the free demo on steam. You are not limited to playable characters and pretty much all the story characters appear in the demo because they are part of the origin stories.
  13. Added "Step 11" to the tutorial for this new UModel. I haven't tried it yet but I think it's important information which is only useful after somebody has already got their mod working so they can start doing more advanced stuff.
  14. I edited the face on the first model and then used blender's append function to bring it to my other files and connect it to the same skeleton. The bone weights transfer correctly because they have vertex groups with the same names. This video will explain how to append https://www.youtube.com/watch?v=7rypC0KM6gs After you bring the face in, give it the correct parent and change the armature modifier setting so that it has the correct "Object" (Also, thank you for taking screenshots of my mod. They look great!!)
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