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Trials of Mana Mod Creation Guide


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1 hour ago, papas5 said:

It is a machine translation.

 

I tried to improve the Riesz Topless MOD that I created to make it look like the breasts are sagging.
The UV map was awful, but I think the shape of the breasts has improved.
Also, I think that the nipples could have been closer to Angela's nude MOD.

I couldn't improve on the neck seams. This is a challenge for the future.

Is there a better way to fix the UV map?
We are currently doing this manually and it is very time consuming.

 

おっぱいver2.png

Riesz topless.zip 4.6 MB · 29 downloads

This is so great man! You are really improving. Cant wait to see more from you! :D

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16 hours ago, gagyou said:

I want to change the status anomaly Petrifaction to golden.
 

Spoiler

 

I tried to change the image of 

\Content\Character\Common\Texture

 

20200511002.jpg

 

The image has changed, but not as much as I'd hoped.

 

20200511003.jpg

 

We thought this was because T_ch_Rock_C and T_ch_Rock_N could be changed, but T_ch_Rock_M did not exist.

 

I thought it was necessary to modify this material.

\Content\Character\Common\Material_Master\M_ch_Rock

 

I've created a simple sample.20200511001.jpg

 

Unfortunately, it failed.

20200511223602_1.jpg

 

 

 

I want to make a variety of materials, not just gold.
If you have any advice, please let me know.

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:

image.png.585ad38293c3abd274d1709d3c40bced.png

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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:

image.png.2b12a48ae2a76dea552911237039334c.pngimage.png.6f6a46828b7203898cc5d723016d34a4.png

 

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

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16 hours ago, koechophe said:

I've had no luck at figuring out how to rescale characters (I.E. make some characters taller or shorter). Any scaling I do only applies for battle animations, even exporting it from blender at a different scale. As near as I can tell, it has something to do with the fact that they all use the common skeleton, but any attempts to change the common skeleton and actually export that sucker just crash my game. Anyone else know more that might help me keep plugging away?

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.

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11 hours ago, wutdahax said:

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.

I've made a bit of progress on this, not sure if this is useful to anyone because I'm still not there yet, but I'll throw it out anyway.

 

The potential to edit scale by just messing with the main file is possible by applying transformations to the rest pose. While in blender, click on "pose" then grab either the root (or hips, doesn't matter), scale to your heart's content, then ctrl+A and apply to rest pose. You'll have to do the same exact thing to your mesh afterwards, so push S 1.1 on the skeleton, apply, S 1.1 on the mesh. 

 

This will all look fine in blender, but this will ultimately cause 2 issues: 

1. The game scales objects towards their center, so scaling up will result in feet through the ground, scaling down resulting in the character floating. The game also doesn't respect any translations made to the skeleton itself, so this cannot be fixed by simply moving the skeleton or even the root bone around. 

2. Weapons are unaffected by changes to the skeleton.

 

We can fix issue 1 fairly easily. The "Hip" bone doesn't actually affect anything in the character (despite what blender will show you when you mess with it). This bone actually acts as a "center" for the character. This means that if you move all of the children of "Hip" without moving "hip" itself, you can reorient your character.

 

A good way to do this: before you make any changes, select your primary mesh and hit shift + s. then hit "cursor to selected" to move your cursor to the true center of your object. Then on the top bar, in the middle, you should see two overlapping circles that say "individual origins" when you click on it. Change this to cursor. Now, when you rescale your object, you know what the game is going to do with it. 

 

Then simply rescale the root bone or hip bone. After that, "hip" and grab all of its children. Move them so that the character's feet hit the floor in blender (pay attention to the exact movement, since you'll need to repeat it.) Ctrl + A to apply the pose as a rest pose, then grab your mesh(es) and rescale/move it to match your skeleton. Ctrl + A to apply those changes. 

 

Unfortunately, problem 2 still exists. Your weapons will stay at the same size and point. They don't rescale because they are just tied to the bone's location, not scale, and they don't move because we only messed with the relationship between bones. 

 

I could fix at least the rotation bit if I can figure out how to get the game to accept a translation edit for the skeleton. Rescaling weapons would probably be trickier, since you'd have to do it for each individual weapon. Still, if "scale" information can be found in the weapon when editing in hex, then it'd become infinitely easier to do a mass edit, so it's definitely feasible. 

 

That's where I am at the moment, I'll let you know if I have any breakthroughs. 

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On 5/3/2020 at 12:13 AM, heuk said:

could you share your amazing model for duran???

Sure sorry for the late reply I haven't been playing this game. Heres a mod for kevin too with the same hairstyle. its only for his final destroyer outfit(i think thats what its called) also i replaced the wolf transformation with his regular look in case you want to try that too. One problem is it ruins the hair color for the rest of their outfits.

KevinTransformReplace_1_P.pak CoolHairDuran_1_P.pak KevinNewHairOutfitColor_1_P.pak

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Hi wutdahax,

 

I reloaded the model in which is the one where Riesz has her hair out.  According the the blueprint, they all seem present so I'm not sure if I need to do all that blending stuff.  The hair is still but everything else like her clothes move normally, it just doesn't like the hair which is the part I guess that's different to the original model and shows stiff in game.  They share the same common skeleton.  Hope this helps?

image.png.ba17e91076328b74e677e3e453c263b4.png

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On 5/10/2020 at 2:21 AM, papas5 said:

It is a machine translation.

 

Thank you for your very clear explanation.
Thanks to you, I was able to challenge the MOD creation for the first time.
Here is the MOD I made.

I think that Physics on the chest will work.

sample.png

Riesz topless.zip 2.6 MB · 496 downloads

 

 

How did you maintain Pyhsics?

 

I lost Breast Pyhsics.

 

どうやって胸や服の揺れを維持して出力してますか?

モデルをいじらずにそのまま出力してもゲーム内で揺れが消えてしまいます。

ここのチュートリアルの通りにやっているつもりなのですが…

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7 hours ago, ptonino said:

I reloaded the model in which is the one where Riesz has her hair out.  According the the blueprint, they all seem present so I'm not sure if I need to do all that blending stuff.  The hair is still but everything else like her clothes move normally, it just doesn't like the hair which is the part I guess that's different to the original model and shows stiff in game.  They share the same common skeleton.  Hope this helps?

 

Only Riesz has the PhAT.uasset in the model folder. From quick googling, it seems like some kind of a joint/constraint between bones. The NameTable suggests that the hair bones and skirt bones are physically bound by this. (or, pseudo-collision system to avoid clipping)

 

SK_pc06_01a_PhAT.uasset::NameTable.txt from Unreal Package Extractor

 

Spoiler

0 = "/Game/Character/Player/pc06/Model/pc06_01a/SK_pc06_01a_PhAT"
1 = "/Script/CoreUObject"
2 = "/Script/Engine"
3 = "ACM_Limited"
4 = "AggGeom"
5 = "AngularDamping"
6 = "AngularDrive"
7 = "AngularDriveConstraint"
8 = "ArrayProperty"
9 = "bContributeToMass"
10 = "bEnablePositionDrive"
11 = "BodyInstance"
12 = "BoneName"
13 = "BoolProperty"
14 = "BoundsBodies"
15 = "BoxElems"
16 = "ByteProperty"
17 = "Center"
18 = "Class"
19 = "CollisionTraceFlag"
20 = "ConeConstraint"
21 = "ConeLimit"
22 = "ConstraintBone1"
23 = "ConstraintBone2"
24 = "ConstraintDrive"
25 = "ConstraintInstance"
26 = "ConstraintProfileProperties"
27 = "ConstraintSetup"
28 = "CTF_UseSimpleAsComplex"
29 = "Default__PhysicsAsset"
30 = "Default__PhysicsConstraintTemplate"
31 = "Default__SkeletalBodySetup"
32 = "DefaultInstance"
33 = "EAngularConstraintMotion"
34 = "ECollisionTraceFlag"
35 = "EPhysicsType"
36 = "FloatProperty"
37 = "Head"
38 = "Hips"
39 = "InertiaTensorScale"
40 = "IntProperty"
41 = "JointName"
42 = "KAggregateGeom"
43 = "KBoxElem"
44 = "KSphylElem"
45 = "LeftUpLeg"
46 = "Length"
47 = "LinearDamping"
48 = "LinearDrive"
49 = "LinearDriveConstraint"
50 = "Name"
51 = "NameProperty"
52 = "None"
53 = "ObjectProperty"
54 = "Package"
55 = "pc06_01a_BackCenterSkirt1"
56 = "pc06_01a_BackHairA1"
57 = "pc06_01a_BackHairA2"
58 = "pc06_01a_BackHairA3"
59 = "pc06_01a_BackLeftSkirt1"
60 = "pc06_01a_BackRightSkirt1"
61 = "pc06_01a_FrontCenterSkirt1"
62 = "pc06_01a_FrontLeftSkirt1"
63 = "pc06_01a_FrontRightSkirt1"
64 = "pc06_01a_LeftHairB1"
65 = "pc06_01a_RightHairB1"

66 = "PhysicsAsset"
67 = "PhysicsConstraintTemplate"
68 = "PhysicsType"
69 = "PhysType_Kinematic"
70 = "PhysType_Simulated"
71 = "Pos1"
72 = "Pos2"
73 = "PriAxis1"
74 = "PriAxis2"
75 = "ProfileInstance"
76 = "Radius"
77 = "RestOffset"
78 = "RightUpLeg"
79 = "root"
80 = "Rotation"
81 = "Rotator"
82 = "SecAxis1"
83 = "SecAxis2"
84 = "SK_pc06_01a_PhAT"
85 = "SkeletalBodySetup"
86 = "SkeletalBodySetups"
87 = "SlerpDrive"
88 = "SphylElems"
89 = "Spine"
90 = "Spine1"
91 = "Stiffness"
92 = "StructProperty"
93 = "Swing1LimitDegrees"
94 = "Swing1Motion"
95 = "Swing2LimitDegrees"
96 = "Swing2Motion"
97 = "SwingDrive"
98 = "ThumbnailInfo"
99 = "TwistConstraint"
100 = "TwistDrive"
101 = "TwistLimit"
102 = "TwistLimitDegrees"
103 = "TwistMotion"
104 = "Vector"
105 = "X"
106 = "XDrive"
107 = "Y"
108 = "YDrive"
109 = "Z"
110 = "ZDrive"

 

My guess is you need to disable the PhAT reference somehow, or emulate the bone structures/positions/names.

 

 

4 hours ago, yock0723 said:

How did you maintain Pyhsics?

 

I lost Breast Pyhsics.

 

どうやって胸や服の揺れを維持して出力してますか?

モデルをいじらずにそのまま出力してもゲーム内で揺れが消えてしまいます。

ここのチュートリアルの通りにやっているつもりなのですが…

 

Instruction in Japanese

Spoiler

まず 適切な SK_pc_common_Skeleton がモデルから参照されていて、Content\Character\Common\skeleton に配置されていること

モデルの.fbxをインポートした時に自動的に作成されるスケルトンを使えばよい

 

abp1.png.8c6cc3fdcb5c8d1b3ab023647fe9cc28.png

 

アニメーションブループリントを、Content\Character\Player\pcxx\Blueprint\sub の位置に新規作成する

Blueprint フォルダを作るのはモデルがあるフォルダ (Content\Character\Player\pcXX\Model\pcXX_YYZ) の二つ上の階層なので注意

 

abp2.png.a10eba21725cc5b950f8c6050267a3d0.png

 

アニメーションブループリントの新規作成画面で用意してあるスケルトンを選ぶ

この時点で既に SK_pc_common_Skeleton がモデルから参照されていないと上手くいかないのでスケルトンを先にやること

 

abp3.png.d78fb5d2885b0c15d0b516a2f3bb56f9.png

 

新規作成されたアニメーションブループリントの名前を、オリジナルのアセットと同じ名前に変更する (pcXX_YYZ_sub_ABP_kawaii)

このアセットはUmodelではエクスポートされないので、正確を期すならQuickBMSで.pakの全ファイル (172,000 ファイル 29.2 GB) を展開するか、スケルタルメッシュアセットのインポートテーブル等をチェックする

 

参考例: SK_pc02_01a.uasset::ImportTable.txt

Spoiler

0 = AnimBlueprintGeneratedClass'/Game/Character/Player/pc02/Blueprint/sub/pc02_01a_sub_ABP_kawaii.pc02_01a_sub_ABP_kawaii_C'
1 = Class'/Script/Engine.MorphTarget'
2 = Class'/Script/Engine.SkeletalMesh'
3 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_body01.MI_pc02_01a_body01'
4 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01.MI_pc02_01a_eye01'
5 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01b.MI_pc02_01a_eye01b'
6 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_face01.MI_pc02_01a_face01'
7 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_hair01.MI_pc02_01a_hair01'
8 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear01.MI_pc02_01a_wear01'
9 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear02.MI_pc02_01a_wear02'
10 = MorphTarget'/Script/Engine.Default__MorphTarget'
11 = Package'/Game/Character/Common/skeleton/SK_pc_common_Skeleton'
12 = Package'/Game/Character/Player/pc02/Blueprint/sub/pc02_01a_sub_ABP_kawaii'
13 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_body01'
14 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01'
15 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01b'
16 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_face01'
17 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_hair01'
18 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear01'
19 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear02'
20 = Package'/Game/Character/Player/pc02/Model/pc02_01a/SK_pc02_01a_shadow_PhysicsAsset'
21 = Package'/Script/Engine'
22 = pc02_01a_sub_ABP_kawaii_C'/Game/Character/Player/pc02/Blueprint/sub/pc02_01a_sub_ABP_kawaii.Default__pc02_01a_sub_ABP_kawaii_C'
23 = PhysicsAsset'/Game/Character/Player/pc02/Model/pc02_01a/SK_pc02_01a_shadow_PhysicsAsset.SK_pc02_01a_shadow_PhysicsAsset'
24 = SkeletalMesh'/Script/Engine.Default__SkeletalMesh'
25 = Skeleton'/Game/Character/Common/skeleton/SK_pc_common_Skeleton.SK_pc_common_Skeleton'
 

 

モデル (スケルタルメッシュ) を開いて、初期状態で割り当てられている "Physics" の割り当てを外す

"Post Process Anim Blueprint" に、さきほど作成したアニメーションブループリントを割り当てる

"Shadow Physics Asset" に、Physicsに割り当てられていたアセットを割り当てる

ここまで正しく行えていれば、プレビュー画面の下に、アニメーションブループリントが作動中うんぬんという表示が出る

 

abp4.png.c0226a1203b590e77cff136afd724f83.png

 

参照の割り当てのみが必要なのであって、ここで作ったアニメーションブループリントは中身が空のダミーファイルになっているので、パッケージングで出力されるこれらのプレースホルダーアセットは、modとして梱包しないこと (スケルトンアセット、マテリアルインスタンスアセット、シャドウフィジックスアセットと同様)

コリジョンのパラメータや、どのボーンがどの程度物理演算に影響するのか、などを変更する手段は今のところないため、揺れ具合を調整したければゲーム内で設定されているボーンの動きを把握したうえで、ウェイトペイントから頂点に対するボーンの影響を加減していくしかない

 

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Yes that must explain, I'll have a play around.  Can confirm there was massive clipping issues with the back of the skirt and hair out when it was stiff. This must be the issue.  I tried including the new PHAT in the packer to simply replace it but no improvement.  I am not too experienced with this stuff so I may have reached my cap now, thanks for all your help I really do appreciate your time showing me all that.

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5 hours ago, oscateexor said:

 

Only Riesz has the PhAT.uasset in the model folder. From quick googling, it seems like some kind of a joint/constraint between bones. The NameTable suggests that the hair bones and skirt bones are physically bound by this. (or, pseudo-collision system to avoid clipping)

 

SK_pc06_01a_PhAT.uasset::NameTable.txt from Unreal Package Extractor

 

  Reveal hidden contents

0 = "/Game/Character/Player/pc06/Model/pc06_01a/SK_pc06_01a_PhAT"
1 = "/Script/CoreUObject"
2 = "/Script/Engine"
3 = "ACM_Limited"
4 = "AggGeom"
5 = "AngularDamping"
6 = "AngularDrive"
7 = "AngularDriveConstraint"
8 = "ArrayProperty"
9 = "bContributeToMass"
10 = "bEnablePositionDrive"
11 = "BodyInstance"
12 = "BoneName"
13 = "BoolProperty"
14 = "BoundsBodies"
15 = "BoxElems"
16 = "ByteProperty"
17 = "Center"
18 = "Class"
19 = "CollisionTraceFlag"
20 = "ConeConstraint"
21 = "ConeLimit"
22 = "ConstraintBone1"
23 = "ConstraintBone2"
24 = "ConstraintDrive"
25 = "ConstraintInstance"
26 = "ConstraintProfileProperties"
27 = "ConstraintSetup"
28 = "CTF_UseSimpleAsComplex"
29 = "Default__PhysicsAsset"
30 = "Default__PhysicsConstraintTemplate"
31 = "Default__SkeletalBodySetup"
32 = "DefaultInstance"
33 = "EAngularConstraintMotion"
34 = "ECollisionTraceFlag"
35 = "EPhysicsType"
36 = "FloatProperty"
37 = "Head"
38 = "Hips"
39 = "InertiaTensorScale"
40 = "IntProperty"
41 = "JointName"
42 = "KAggregateGeom"
43 = "KBoxElem"
44 = "KSphylElem"
45 = "LeftUpLeg"
46 = "Length"
47 = "LinearDamping"
48 = "LinearDrive"
49 = "LinearDriveConstraint"
50 = "Name"
51 = "NameProperty"
52 = "None"
53 = "ObjectProperty"
54 = "Package"
55 = "pc06_01a_BackCenterSkirt1"
56 = "pc06_01a_BackHairA1"
57 = "pc06_01a_BackHairA2"
58 = "pc06_01a_BackHairA3"
59 = "pc06_01a_BackLeftSkirt1"
60 = "pc06_01a_BackRightSkirt1"
61 = "pc06_01a_FrontCenterSkirt1"
62 = "pc06_01a_FrontLeftSkirt1"
63 = "pc06_01a_FrontRightSkirt1"
64 = "pc06_01a_LeftHairB1"
65 = "pc06_01a_RightHairB1"

66 = "PhysicsAsset"
67 = "PhysicsConstraintTemplate"
68 = "PhysicsType"
69 = "PhysType_Kinematic"
70 = "PhysType_Simulated"
71 = "Pos1"
72 = "Pos2"
73 = "PriAxis1"
74 = "PriAxis2"
75 = "ProfileInstance"
76 = "Radius"
77 = "RestOffset"
78 = "RightUpLeg"
79 = "root"
80 = "Rotation"
81 = "Rotator"
82 = "SecAxis1"
83 = "SecAxis2"
84 = "SK_pc06_01a_PhAT"
85 = "SkeletalBodySetup"
86 = "SkeletalBodySetups"
87 = "SlerpDrive"
88 = "SphylElems"
89 = "Spine"
90 = "Spine1"
91 = "Stiffness"
92 = "StructProperty"
93 = "Swing1LimitDegrees"
94 = "Swing1Motion"
95 = "Swing2LimitDegrees"
96 = "Swing2Motion"
97 = "SwingDrive"
98 = "ThumbnailInfo"
99 = "TwistConstraint"
100 = "TwistDrive"
101 = "TwistLimit"
102 = "TwistLimitDegrees"
103 = "TwistMotion"
104 = "Vector"
105 = "X"
106 = "XDrive"
107 = "Y"
108 = "YDrive"
109 = "Z"
110 = "ZDrive"

 

My guess is you need to disable the PhAT reference somehow, or emulate the bone structures/positions/names.

 

 

 

Instruction in Japanese

  Reveal hidden contents

まず 適切な SK_pc_common_Skeleton がモデルから参照されていて、Content\Character\Common\skeleton に配置されていること

モデルの.fbxをインポートした時に自動的に作成されるスケルトンを使えばよい

 

abp1.png.8c6cc3fdcb5c8d1b3ab023647fe9cc28.png

 

アニメーションブループリントを、Content\Character\Player\pcxx\Blueprint\sub の位置に新規作成する

Blueprint フォルダを作るのはモデルがあるフォルダ (Content\Character\Player\pcXX\Model\pcXX_YYZ) の二つ上の階層なので注意

 

abp2.png.a10eba21725cc5b950f8c6050267a3d0.png

 

アニメーションブループリントの新規作成画面で用意してあるスケルトンを選ぶ

この時点で既に SK_pc_common_Skeleton がモデルから参照されていないと上手くいかないのでスケルトンを先にやること

 

abp3.png.d78fb5d2885b0c15d0b516a2f3bb56f9.png

 

新規作成されたアニメーションブループリントの名前を、オリジナルのアセットと同じ名前に変更する (pcXX_YYZ_sub_ABP_kawaii)

このアセットはUmodelではエクスポートされないので、正確を期すならQuickBMSで.pakの全ファイル (172,000 ファイル 29.2 GB) を展開するか、スケルタルメッシュアセットのインポートテーブル等をチェックする

 

参考例: SK_pc02_01a.uasset::ImportTable.txt

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0 = AnimBlueprintGeneratedClass'/Game/Character/Player/pc02/Blueprint/sub/pc02_01a_sub_ABP_kawaii.pc02_01a_sub_ABP_kawaii_C'
1 = Class'/Script/Engine.MorphTarget'
2 = Class'/Script/Engine.SkeletalMesh'
3 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_body01.MI_pc02_01a_body01'
4 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01.MI_pc02_01a_eye01'
5 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01b.MI_pc02_01a_eye01b'
6 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_face01.MI_pc02_01a_face01'
7 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_hair01.MI_pc02_01a_hair01'
8 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear01.MI_pc02_01a_wear01'
9 = MaterialInstanceConstant'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear02.MI_pc02_01a_wear02'
10 = MorphTarget'/Script/Engine.Default__MorphTarget'
11 = Package'/Game/Character/Common/skeleton/SK_pc_common_Skeleton'
12 = Package'/Game/Character/Player/pc02/Blueprint/sub/pc02_01a_sub_ABP_kawaii'
13 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_body01'
14 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01'
15 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_eye01b'
16 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_face01'
17 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_hair01'
18 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear01'
19 = Package'/Game/Character/Player/pc02/Model/pc02_01a/Material/MI_pc02_01a_wear02'
20 = Package'/Game/Character/Player/pc02/Model/pc02_01a/SK_pc02_01a_shadow_PhysicsAsset'
21 = Package'/Script/Engine'
22 = pc02_01a_sub_ABP_kawaii_C'/Game/Character/Player/pc02/Blueprint/sub/pc02_01a_sub_ABP_kawaii.Default__pc02_01a_sub_ABP_kawaii_C'
23 = PhysicsAsset'/Game/Character/Player/pc02/Model/pc02_01a/SK_pc02_01a_shadow_PhysicsAsset.SK_pc02_01a_shadow_PhysicsAsset'
24 = SkeletalMesh'/Script/Engine.Default__SkeletalMesh'
25 = Skeleton'/Game/Character/Common/skeleton/SK_pc_common_Skeleton.SK_pc_common_Skeleton'
 

 

モデル (スケルタルメッシュ) を開いて、初期状態で割り当てられている "Physics" の割り当てを外す

"Post Process Anim Blueprint" に、さきほど作成したアニメーションブループリントを割り当てる

"Shadow Physics Asset" に、Physicsに割り当てられていたアセットを割り当てる

ここまで正しく行えていれば、プレビュー画面の下に、アニメーションブループリントが作動中うんぬんという表示が出る

 

abp4.png.c0226a1203b590e77cff136afd724f83.png

 

参照の割り当てのみが必要なのであって、ここで作ったアニメーションブループリントは中身が空のダミーファイルになっているので、パッケージングで出力されるこれらのプレースホルダーアセットは、modとして梱包しないこと (スケルトンアセット、マテリアルインスタンスアセット、シャドウフィジックスアセットと同様)

コリジョンのパラメータや、どのボーンがどの程度物理演算に影響するのか、などを変更する手段は今のところないため、揺れ具合を調整したければゲーム内で設定されているボーンの動きを把握したうえで、ウェイトペイントから頂点に対するボーンの影響を加減していくしかない

 

in Japanese sorry.

 

丁寧にありがとうございます。

長くなりそうなのと細かく聞きたい部分があるので、すみませんがTwitterにDM送らせてもらいます。

多分初歩で間違えている気がします。

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Hi all,

 

I have a different question I'm hoping is a simple fix.  Basically, I want to replace a small model with a larger model, so I need to make it smaller.  What I found to change the dimensions in Unreal Editor was when exporting to FBX from Blender as seen in the screenshot.  Whilst the model dimensions were small in UE (matching the model I want to replace close enough), it was still much larger in game.  Just want to check if I'm doing it right.

 

EDIT: Going back to the instructions I recall this was 0.01 and apply settings as all local, so I will now try 0.005 with those settings and see.

EDIT2: No luck still, I've changed all types of apply scaling settings and nothing seems to be changing in game when going through a fresh UE edit process..

ImageImage

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Hi oscateexor,

 

No I did not.  I was able to rescale now thanks, just this part I don't understand "so push S 1.1 on the skeleton, apply, S 1.1 on the mesh. "

 

Do you mean to click on what's in the pic, but what do I press to S 1.1 the mesh?

 

EDIT: OK I think I worked it out, will give it a whirl wooyeee!

EDIT2: Looked all damaged ingame, oh well sorry I'm still a beginner, I'll keep messing around with it.

EDIT3: OK I didn't do the mesh which I think is the orange triangle one, retrying

EDIT4: OK I think that worked, thanks!

 

image.png.537ceb46d1d6c8a4e9358ba7fa41841e.png

 

 

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First of all, I want to give major thanks for the guide. I'm still pretty new at this, and the instructions were perfect. I succesfully removed Kevin's jacket in his base class.

 

Now, with a lot of his classes, I notice parts of his torso model are missing beneath his clothes. I figured out how to use append to import a complete torso into a different model, but I'm kinda stumped in how to combine these two. I experimented a bit, but the torso would always be missing after exporting.

 

Does anyone have any tips or can anyone point me in the way of a guide on how to do this?

 

Thanks in advance.

 

Spoiler

20200514235948_1.jpg

 

 

Spoiler

After append.jpg

 

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1 hour ago, Fedelte said:

First of all, I want to give major thanks for the guide. I'm still pretty new at this, and the instructions were perfect. I succesfully removed Kevin's jacket in his base class.

 

Now, with a lot of his classes, I notice parts of his torso model are missing beneath his clothes. I figured out how to use append to import a complete torso into a different model, but I'm kinda stumped in how to combine these two. I experimented a bit, but the torso would always be missing after exporting.

 

Does anyone have any tips or can anyone point me in the way of a guide on how to do this?

 

Thanks in advance.

 

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20200514235948_1.jpg

 

 

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After append.jpg

 

Machine translation.

This is how it worked for me in Riesz when I moved chest from another class. (I'm using Blender 2.8)
First, remove Kevin's torso except for the part you want to introduce (and all the meshes except the torso). Export in .dae format.
Import the exported torso into the object where you want to introduce the torso.
In Object mode, combine the torso with the object where you want to introduce the torso (Ctrl + J).
Note: At this time, if the UV map names are different, the torso's UV map may disappear. Please change the name of the torso's UV map so that it is the same as the one you are installing.
Select all the vertices of the introduced torso (select ~Body01.001 in the material properties), and then select Body01. All of the body materials on the introduction side and the side to be introduced are set to Body01.
Remove the duplicate faces and merge the duplicate vertices, making sure to look at the UV map to make sure that the UV map does not go awry.
Finally, remove unused materials such as Body01.001.

Also remove Armature.001 and others.

Translated with www.DeepL.com/Translator (free version)

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8 hours ago, Fedelte said:

but I'm kinda stumped in how to combine these two. I experimented a bit, but the torso would always be missing after exporting.

 

Does anyone have any tips or can anyone point me in the way of a guide on how to do this?

 

How to combine meshes from a different model

Spoiler

"Separate" the mesh object by selecting vertices and press shortcut P

c1.png.ee8bed50f7800a218e178c05024d0fbe.png

 

Update the Target Object in Armature modifier to the main "armature"

 

c2.png.a58a120bc49418534d06ef61f5632f36.png

 

Change the relation, parent to the main "armature" (shortcut: Shift + drag and drop)

 

c3.png.b32aedeaa9faa0cab21f3a6825a7482a.png

 

Remove unused material slots. In this instance, MI_pc02_04a_wear03 was the only one assigned to the mesh.

 

c4.png.26fee5341d046bb9bf68b802d7f74865.png

 

If some of the materials are shared with the main model, swap to it. (material name end with .001 is the duplicated one)

Rename doesn't work here, cause you can have only one material with the same name. Merging is not a thing for materials, just swap.

 

c5.png.2b075693300cc69abb9fdfd5cc224dd5.png

 

You might want to remove the vertex groups (bone weights) that does not exist in the main armature. Should not be a problem as long as they are not actually assigned to the mesh, but just to be safe.

 

c6.png.99e972b99dbfa4a82512ce5f389e0d5c.png

 

Delete unused mesh objects (or move to a different "Collection" so they will be not included in the export) Then export to fbx, import to UEditor

 

// UEditor

 

Materials must be located in the original folder, which is in the different branch of the tree and you must create the folder, if the material is from a different model.

 

c7.png.e869575d3fa7e6c73f30a2e1e8876d8a.png

 

Make sure the materials are instanced version (maybe doesn't matter)

 

c8.png.4a2b495d3a2ed362d1b193d03215a59e.png

 

Rename assets to the original name (the tutorial part 6~7)

 

c9.png.abbbcf30e72c0e0f7c7009ac193e2ef2.png

 

There you go

 

ca.png.82f6a57ac2d098c9e5bd5690ba88ff1c.png

 

shit, I didn't notice it's already answered.

 

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Hello, just want to say thanks to all who have been helping me, I have been able to push out quite a few mods this evening.  I received a request from someone to replace hawkeye with EvilFusion Bill & Ben (eb06_03).  It appears the enemy models are under a mesh subfolder, and this one doesn't happen to reference any blueprint but there is one there under eb06.  The problem I am experiencing is the model is stuck in tpose, and when the game loads, it goes black.

 

eb06_03 uses a different skeleton set to hawkeye, and also I am unable to load animations for hawkeye into eb06 in umodel due to this.  It also has no morph targets.  My question is, is it possible to switch this model in this case?

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5 hours ago, ptonino said:

Hello, just want to say thanks to all who have been helping me, I have been able to push out quite a few mods this evening.  I received a request from someone to replace hawkeye with EvilFusion Bill & Ben (eb06_03).  It appears the enemy models are under a mesh subfolder, and this one doesn't happen to reference any blueprint but there is one there under eb06.  The problem I am experiencing is the model is stuck in tpose, and when the game loads, it goes black.

 

eb06_03 uses a different skeleton set to hawkeye, and also I am unable to load animations for hawkeye into eb06 in umodel due to this.  It also has no morph targets.  My question is, is it possible to switch this model in this case?

Re-rig the model (weight paint) to SK_pc_common_Skeleton.

Note: Rigging is a routine task and doesn't require artsy skills, but the concept and UI is incredibly unintuitive if you have no experience. You might have to spend a good amount of hours on a basic tutorial to get started. (I would strongly recommend you to go through a full-blown tutorial instead of a half-assed 15 min "how to" video. You got to do it only once for life, and it opens up so many possibilities. I did that for Skyrim)

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Is anyone else playing around with Wolf form Kevin? I've done some succesful work on Duran and human Kevin, but when I go through the exact same steps for Wolf Kevin his facial animations stop working and his tail turns rigid. Everything else works. Am I simply messing up or does Wolf Kevin require some additional steps?

 

Once again, thanks in advance for all the help, you guys are great.

 

EDIT EDIT: Not fixed at all.

 

Spoiler

20200517085018_1.jpg

 

 

Spoiler

20200517215138_1.jpg

 

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