Jump to content

Recommended Posts

Posted
44 minutes ago, numeko0725 said:

nice to meet you

Excuse me for google translation.

I am also trying to modify and modify the fbx file.

Changing textures was easy.

But UABEA can't import fbx file.
dat file must be converted.
But I don't know how to do that or what software I need.

I would like you to tell me if you don't mind

In a nutshell, after modifying the FBX file it needs to be imported into Unity Studio. You must "build" a game with the FBX file, and use UABEA to extract your FBX as a RAW file using your created ASSETS file. It's that RAW file that needs to be imported into Action Taimanin's model_char (or whatever bundle you're modifying). Importing an FBX will cause disaster. . . I tried it. Let me see if I can push one of my articles on my website regarding the matter.

Posted

HOLY SHIT I DID IT, I REALLY FUCKING DID IT BY THE DIVINES

 

Look at Rin's tiddy; see that little bump? Those are extruded (and thusly, NEW) vertices. The model was edited in Blender and successfully ported in-game with weighting.

 

I just figured this out, so unfortunately I don't have much to say about how I did it or plans to do anything

 

DatWombat was just too fucking excited and had to share

 

@numeko0725, I will likely write a tutorial on the matter in the near future. Not now, I have to write a bunch of shit and take pictures and write the article etc. etc.

 

But fucking hell am I excited, only took five days of grinding away at Blender and maybe weeks of scouring Google for tutorials on Unity modding.

20230613130124_1.jpg

Posted
53 minutes ago, DatWombat said:

一言で言えば、FBX ファイルを変更した後、それを Unity Studio にインポートする必要があります。FBX ファイルを使用してゲームを「ビルド」し、UABEA を使用して、作成した ASSETS ファイルを使用して FBX を RAW ファイルとして抽出する必要があります。アクション対魔忍のmodel_char (または変更しているバンドル) にインポートする必要があるのは、その RAW ファイルです。FBX をインポートすると大惨事が発生します。私はそれを試してみました。この問題に関する私の記事を私のウェブサイトに掲載できるかどうか見てみましょう。

1. Export the original fbx file using Asset Studio.
2, slightly modify the exported fbx file using modeling software.
3, Place the modified fbx file in unity as it is and build.
4, Export RAW using UABEA from the build.
5, Import the exported one into the original model_char.

 

However, it is not reflected for some reason, and the character's body becomes transparent.

Posted
17 minutes ago, numeko0725 said:

1. Export the original fbx file using Asset Studio.
2, slightly modify the exported fbx file using modeling software.
3, Place the modified fbx file in unity as it is and build.
4, Export RAW using UABEA from the build.
5, Import the exported one into the original model_char.

 

However, it is not reflected for some reason, and the character's body becomes transparent.

 

What you described is the process I tried time and time again. Moments ago, I figured out how to modify the FBX and put it in the game. But it takes a few extra steps. It's difficult to explain, so at some point I will write a tutorial with pictures so you can add models to the game correctly.

Posted
24 minutes ago, DatWombat said:

 

あなたが説明したことは、私が何度も試みたプロセスです。つい先ほど、FBX を変更してゲームに組み込む方法を見つけました。ただし、追加の手順がいくつか必要です。説明するのは難しいので、ゲームにモデルを正しく追加できるように、いつか画像付きのチュートリアルを書きます。

I am very much looking forward to it

Posted (edited)

Hey all, status update from 'bat 'bat

 

I'm currently investigating my discovery. Last night, I successfully ported what I'd call a "proof of concept" into the game. I extruded a few vertices and hoped for the best. Tonight, I've been making some drastic edits to Rin to test the limits of my discovery, and to build reference data for my tutorial on the matter.

 

Shown below is my work thus far; I merged three different costumes together to "kit bash" nudity. It's easier said than done, and the topology is a shit show. . . but it works don't it? Moderchan's topology is really something, but I must confess I'm a novice 3D modeler. I'm unsure where to start to reconstruct breasts on an already-triangulated body.

 

The texture is really weird, I know; I'm unsure where the yellow tint is coming from, but that's the sort of thing I'm hoping to iron out before writing a tutorial. I know the breast and tummy have sharp lines, but I suspect it's because I didn't bother assigning all of the vertices I added to the model to materials. 

 

Progress baby!

 

Edit: I found out that yes, assigning all vertices to materials in Blender before exporting will fix unsightly seams. Additionally, I think I figured out where the yellow tint is coming from; something very important to note is that the model shown was built from Rin's 2nd costume, the bath towel. I overwrote another costume using a rig, weighting and material data from the bath towel. The bath towel costume only has four materials, while the costume I overwrote has five. I bet the missing material is the culprit behind the yellow hue. 

 

image.jpeg.2101cea4557bc8da8423622f6f72ac9c.jpeg20230614212604_1.jpg

20230614213324_1.jpg

Edited by DatWombat
Rambling about fixes I found
Posted
4 hours ago, DatWombat said:

こんにちは、「bat」batからのステータス更新です

 

現在、発見内容を調査中です。昨夜、いわゆる「概念実証」をゲームに移植することに成功しました。いくつかの頂点を押し出し、最善の結果を期待しました。今夜、私は自分の発見の限界をテストし、この問題に関するチュートリアル用の参照データを構築するために、Rin に大幅な編集を加えてきました。

 

以下に私のこれまでの仕事を示します。3 つの異なるコスチュームを組み合わせて「キット バッシュ」ヌードにしました。言うは易し行うは難し、トポロジーはクソショーです。でもそれはうまくいきますよね?Moderchan のトポロジーは本当に素晴らしいものですが、私は 3D モデラーの初心者であることを告白しなければなりません。すでに三角形化されている体に乳房をどこから再構築すればよいかわかりません。

 

テクスチャは本当に奇妙です、私は知っています。黄色みがどこから来ているのかはわかりませんが、チュートリアルを書く前に それを解決したいと思っています。胸とお腹のラインがはっきりしているのはわかりますが、モデルに追加したすべての頂点をわざわざマテリアルに割り当てなかったことが原因ではないかと思われます。 

 

進歩してね、ベイビー!

 

編集:はい、エクスポートする前にBlenderですべての頂点をマテリアルに割り当てると、見苦しい継ぎ目が修正されることがわかりました。さらに、黄色みがどこから来ているのかもわかった気がします。注意すべき非常に重要な点は、示されているモデルがリンの 2 番目のコスチュームであるバスタオルから構築されていることです。バスタオルのリグ、ウェイト、マテリアルデータを使用して、別の衣装を上書きしました。バスタオル衣装は素材が4つしかありませんが、上書きした衣装は素材が5つあります。黄色の原因は、不足している材料にあると思います。 

 

image.jpeg.2101cea4557bc8da8423622f6f72ac9c.jpeg20230614212604_1.jpg

20230614213324_1.jpg

これはメッシュの材質を変更すれば治ります。
ブレンダーの操作がバージョンごとに変わるので調整はMetasequoia 4 を使っていますが、このように材質を変えるとシェーダーの色を変更できます
 

タイトルなし.png

Posted
5 hours ago, numeko0725 said:

これはメッシュの材質を変更すれば治ります。
ブレンダーの操作がバージョンごとに変わるので調整はMetasequoia 4 を使っていますが、このように材質を変えるとシェーダーの色を変更できます
 

タイトルなし.png

 

Thanks for the technical advice. I'm glad I figured out my problem with assigning materials, next will be figuring out the unsightly yellow hue when my model is ported in-game.

 

Once again, I believe it's because I've replaced a costume that is supposed to have five materials with one that only has four.

 

I'm curious about this software, I've never read about this program. I wonder if it will be something I add to my "toolbox" of modding applications.

 

UV Mapping

 

To whom it may concern, the reason Rin's nipples are as roughly painted as they are (other than the fact I'm not ready to paint the model) is a mix of bad topology and disastrous UV mapping. When you cut, combine, mix and match multiple models in Blender your materials, topology and UV mapping will suffer.

 

Currently, Blender is using a minuscule patch of pixels to color the nipples, resulting in the jagged edges as seen. To fix this problem, I will need to finalize my topology and create a new UV map. Then, I'll have to repaint Rin by hand. It might be possible to preserve at least some original UV mapping through, but I'll have to research the matter. To date, I don't have a lot of experience with UV maps in Blender.

 

Topology

 

As I touched on, my topology is poor. Unfortunately, topology isn't consistent between models in Action Taimanin. No matter how carefully I cut out meshes between costumes, I had to "stitch" vertices (via snapping and dragging) and make incisions (knife tool) to mend them together.

 

Something to note is that Action Taimanin characters are actually made of several "sections". For example, individual breasts, clothes, bodysuits, everything is actually a separate piece. This makes topology much harder since I can't just "merge all vertices" and call it day. For Blender users, the "L" key is used to reveal linked vertices.

 

On a side note, it also makes sculpting a nightmare. 

 

Fortunately, I doubt my poor topology is going to be noticeable to anyone. Afterall, my Rin is actually really close to the untampered model. The hard part is adding detail; it takes some creativity with the knife tool to add detail to a 3D model, such as nipples or genitalia.

 

No, you can't just "sub divide" you fucking apes.

 

I think I know how I'm going to improve my breasts' topology though; using the Retopo plug-in, I think I'll be able to create new brand new pair of breasts with the same number of vertices on the open end, so that way I can "fuse" a partially retopo'd mesh.

 

Then again, it'd probably be more efficient to dissolve unwanted vertices.

 

Tutorial (Upcoming)

 

I can assure y'all I'm working on a tutorial, but not just for modding Action Taimanin. I'm actually working on a complete on how to mod Unity-based games in general (well, as long as you're only interested in textures and meshes). It's a pretty big article that reveals basically everything I know about modding Unity games. In a sense, I'm writing a sort of mini-book.

 

From softwares, plug-ins, techniques, tips, tricks, examples and walk-throughs, I believe it'll be a boon for the modding community as a whole. Think of it as "Unity Modding for Dummies".

 

I apologize for any delays on the matter though, I want to complete an example of mesh swap before I finalize the article. I want to make sure I understand every step along the way, and that I cover all of my bases. For example, yesterday I while modding Action Taimanin I found tons of content I wouldn't have known to write about in my tutorial!

 

Anyways thanks for reading my rambling, looking forward to modding and writing. 

Posted

Hey all!

 

Progress update, been working on my Rin model.

 

I dicked around with her UV mapping and figured out how to preserve pre-existing textures -- nice! The UV mapping is as messy as my topology, but once the model is ported in-game it looks fine. I'm not going to stress out about these things unless I'm trying to build a model for animations and rendering. 

 

I started drafting a new texture, I think it looks promising. It's starting to look like a legit mod! I know the pussy looks. . . awful, but I'm still working on it. I think I'm going to need to study Moderchan's topology to get the detail I need for decent genitalia.

 

I merged a lot of meshes and found she animates fine, hopefully it won't cause problems down the road. Overall, merging her body parts makes a much smoother model when ported in-game. I also reworked her nipples, I'm really proud of the way they are outlined in-engine. Perfect size! 

 

I've also included an image of my Blender workspace to give y'all an idea of what "kit bashing" looks like, and my set up. The furthest models were cut up for meshes, and the second (complete) model is what I'm using as a reference to repaint Rin's body.

Captuxxre.PNG

20230615214152_1.jpg

20230615214200_1.jpg

Posted (edited)
1 hour ago, DatWombat said:

Hey all!

 

Progress update, been working on my Rin model.

 

I dicked around with her UV mapping and figured out how to preserve pre-existing textures -- nice! The UV mapping is as messy as my topology, but once the model is ported in-game it looks fine. I'm not going to stress out about these things unless I'm trying to build a model for animations and rendering. 

 

I started drafting a new texture, I think it looks promising. It's starting to look like a legit mod! I know the pussy looks. . . awful, but I'm still working on it. I think I'm going to need to study Moderchan's topology to get the detail I need for decent genitalia.

 

I merged a lot of meshes and found she animates fine, hopefully it won't cause problems down the road. Overall, merging her body parts makes a much smoother model when ported in-game. I also reworked her nipples, I'm really proud of the way they are outlined in-engine. Perfect size! 

 

I've also included an image of my Blender workspace to give y'all an idea of what "kit bashing" looks like, and my set up. The furthest models were cut up for meshes, and the second (complete) model is what I'm using as a reference to repaint Rin's body.

Captuxxre.PNG

20230615214152_1.jpg

20230615214200_1.jpg

image0.gif

Edited by 201193
Posted

I'm struggling with the topology around Rin's genitalia. I have a scheme though.

 

I'm thinking that if I cut out a section from her mesh and perform retopology, I could garner a sufficiently detailed mesh to sculpt. I bet with some careful retopo, I can fuse the rebuilt mesh with the rest of the body.

 

I just want to see if it's possible to easily match the weight of her preexisting mesh. I don't want to be stuck redoing any weight painting (although whatever I do will certainly be better than the default model).

 

In fact, I actually have some practice in department. Before I got into modding this game I started learning retopology with Sakuya, because I wanted a nude model of her for eh, reasons.

Posted (edited)

Maybe you can extract the body from modchan's model
Many people are still reworking his defunct mods since he disappeared

I'm sure he won't care!
It’s just that the discord group is no longer accessible. You may have someone with permission to send you an invitation
We really need people with modding skills!

This is his discord archive, most of them are expired.
https://ux.getuploader.com/steam_mod_share_for_discord/index/filename/asc/1

The entrained file is a mod that most characters can use at present
You can install it into the game and export it back to the model.

Nude_Collab.exe

Edited by g29504569
Posted
4 hours ago, g29504569 said:

Maybe you can extract the body from modchan's model
Many people are still reworking his defunct mods since he disappeared

I'm sure he won't care!
It’s just that the discord group is no longer accessible. You may have someone with permission to send you an invitation
We really need people with modding skills!

This is his discord archive, most of them are expired.
https://ux.getuploader.com/steam_mod_share_for_discord/index/filename/asc/1

The entrained file is a mod that most characters can use at present
You can install it into the game and export it back to the model.

Nude_Collab.exe 43.02 MB · 2 downloads

Hey, I did consider this. His models are quite beautifully built, it's obvious he redid the topology from scratch. 

 

To be honest though, I'm not comfortable using his work for my own nude mod. While I'm sure he wouldn't mind (or notice), I don't want to give him any reason to request the removal of my mods.

 

Anyways, I actually have a bit of an ulterior motive with my own retopology; I want to see if I can strategically increase the polygon count around bellies and butts for increased detail and the possibility of "pregnant" versions.

 

I do appreciate the file though, I'm curious if his defunct mods can be reworked.

 

Though I want to avoid using his work in my own mods, I do plan on maintaining his models in his absence. Someone's gotta do it.

Posted

On another topic, I'm curious how folk are building EXE installers for the game.

 

UABEA, the software I use to overwrite models doesn't have the ability to build EXEs yet. At least, not the latest version I have.

Posted (edited)
On 6/16/2023 at 12:49 AM, DatWombat said:

Hey all!

 

Progress update, been working on my Rin model.

 

I dicked around with her UV mapping and figured out how to preserve pre-existing textures -- nice! The UV mapping is as messy as my topology, but once the model is ported in-game it looks fine. I'm not going to stress out about these things unless I'm trying to build a model for animations and rendering. 

 

I started drafting a new texture, I think it looks promising. It's starting to look like a legit mod! I know the pussy looks. . . awful, but I'm still working on it. I think I'm going to need to study Moderchan's topology to get the detail I need for decent genitalia.

 

I merged a lot of meshes and found she animates fine, hopefully it won't cause problems down the road. Overall, merging her body parts makes a much smoother model when ported in-game. I also reworked her nipples, I'm really proud of the way they are outlined in-engine. Perfect size! 

 

I've also included an image of my Blender workspace to give y'all an idea of what "kit bashing" looks like, and my set up. The furthest models were cut up for meshes, and the second (complete) model is what I'm using as a reference to repaint Rin's body.

Captuxxre.PNG

20230615214152_1.jpg

20230615214200_1.jpg

This is looking very nice!

I noticed you are using Blender for these edits, I tried to enlarge the boobs and butt of Kurenai Shinganji with Blender. However, after I ported the model over to Unity, built the project, extracted and applied the raw file to the Action Taimanin files, the body kept disappearing.

Could you tell me what version of Blender you are using and/or if there's any special plugins, technique, or something of the sort to make it work?

 

Thank you

Edited by livingblademaster2
typos and clarity
Posted
16 hours ago, DatWombat said:

On another topic, I'm curious how folk are building EXE installers for the game.

 

UABEA, the software I use to overwrite models doesn't have the ability to build EXEs yet. At least, not the latest version I have.

I finally got around to following the steps to install your update and it worked great. No problems. Great to see Shiranui back in all her glory.
 

So, do I understand correctly that this won't play nice with updates and that you'll need to upload new versions each time to keep up? I noticed that your update doesn't change the custom color costume, and since I have moderchan's custom color costumes installed, they just stayed the same. That gives me some hope that you might be able to modify some but not all characters and models.

 

Is there a way to do this so that it only overwrites the costumes you update and leaves the others alone so that your mod release is compatible with future versions?

Posted
1 hour ago, jpackinwood said:

I finally got around to following the steps to install your update and it worked great. No problems. Great to see Shiranui back in all her glory.
 

So, do I understand correctly that this won't play nice with updates and that you'll need to upload new versions each time to keep up? I noticed that your update doesn't change the custom color costume, and since I have moderchan's custom color costumes installed, they just stayed the same. That gives me some hope that you might be able to modify some but not all characters and models.

 

Is there a way to do this so that it only overwrites the costumes you update and leaves the others alone so that your mod release is compatible with future versions?

 

Glad to see it's working!

 

Well, I'm proud to see the patch work even after an update! I made it before the most recent update and it is still functioning. However, I will likely need to rebuild the patch periodically to maintain full compatibility as internal pathIDs change. 

 

I'm not sure what the issue is, could you clarify what problem you're having between my "custom color costumes" and Moderchan's? I don't think I added any custom ones, so I wouldn't be surprised if they appear a little. . . buggy.

 

From what I'm gathering, you want to know if it's possible for my patch to strictly modify only certain files? It already does that. That's why my patches are so small (compared to a complete model_char file); they strictly overwrite the files I tell them to.

 

Are you concerned about my mod's compatibility with other folk's? Install mine first, then theirs. You'll get the best of both worlds. 

 

For the Moderchan patch I'm maintaining, I don't have any intentions of adding any new content; strictly maintain, repair and distribute. I do want to add alternate costumes though, and I think I know how custom colors work. They appear to be handled via an RGB overlay. Adding new colors will be very easy to do, I'm just focused on writing my guide and publishing my own mod.

 

My own mods for the game will be kept strictly separate from Moderchans. I may create a "merged" patch for convenience, but something I want to do is overhaul all of the models and do so with my own work. Moderchan's work is wonderful, but I have my own vision for Action Taimanin modding.

Posted
8 hours ago, livingblademaster2 said:

This is looking very nice!

I noticed you are using Blender for these edits, I tried to enlarge the boobs and butt of Kurenai Shinganji with Blender. However, after I ported the model over to Unity, built the project, extracted and applied the raw file to the Action Taimanin files, the body kept disappearing.

Could you tell me what version of Blender you are using and/or if there's any special plugins, technique, or something of the sort to make it work?

 

Thank you

 

Hey there, I'm working on a Unity modding article that covers a wide variety of topics, including model swaps in Action Taimanin. It's step by step with screenshots, specifics, links and pretty much everything you need to know (short of a tutorial on operating Blender).

 

It's very high on my priorities right now, but I've been quite busy in the last few days so development on my end has slowed since my last days off work.

 

What you're describing is among the frustrations I experienced before I figured out the correct steps to port models.

 

I need to do some more research on getting the models into Unity, because currently I'm using a 20 something dollar plug-in and I know it's possible without it. But there's a very specific way models must be imported into Unity I just haven't recorded all of my findings.

Posted (edited)
5 hours ago, DatWombat said:

I'm not sure what the issue is, could you clarify what problem you're having between my "custom color costumes" and Moderchan's? I don't think I added any custom ones, so I wouldn't be surprised if they appear a little. . . buggy.

I probably phrased that a bit weird.

 

Here's what I'm talking about. So you know how every costume has a "custom color" variant where you can use dyes to change individual color components in the costume? Moderchan's release for many of the full nude mods supported that variant by having the custom colors change the fingernails and pubic hair only. What I'm saying is that after applying your patch, I can see that Shiranui's custom color variant still has a garbled texture, meaning it didn't get changed by your patch, but also Murasaki, Yukikaze, Azagi, etc still have the variant I installed from moderchan, meaning I can customize their pubic hair color with dyes.

 

So it's a good thing, essentially. It looks like that means your patch doesn't overwrite stuff it doesn't change, which seems like a good sign for forward compatibility.

 

EDIT: It just occurred to me that I actually didn't have any of Shiranui's costumes modded, so I guess yours must have written the custom color costume. Not a big deal. but I suppose if you can figure it out (sounded like you had some thoughts), it would be cool to get the ability to customize her bush again.

 

5 hours ago, DatWombat said:

My own mods for the game will be kept strictly separate from Moderchans. I may create a "merged" patch for convenience, but something I want to do is overhaul all of the models and do so with my own work. Moderchan's work is wonderful, but I have my own vision for Action Taimanin modding.

Sounds like a great way to do it. I'm really looking forward to it!

Edited by jpackinwood
Posted
4 hours ago, jpackinwood said:

I probably phrased that a bit weird.

 

Here's what I'm talking about. So you know how every costume has a "custom color" variant where you can use dyes to change individual color components in the costume? Moderchan's release for many of the full nude mods supported that variant by having the custom colors change the fingernails and pubic hair only. What I'm saying is that after applying your patch, I can see that Shiranui's custom color variant still has a garbled texture, meaning it didn't get changed by your patch, but also Murasaki, Yukikaze, Azagi, etc still have the variant I installed from moderchan, meaning I can customize their pubic hair color with dyes.

 

So it's a good thing, essentially. It looks like that means your patch doesn't overwrite stuff it doesn't change, which seems like a good sign for forward compatibility.

 

EDIT: It just occurred to me that I actually didn't have any of Shiranui's costumes modded, so I guess yours must have written the custom color costume. Not a big deal. but I suppose if you can figure it out (sounded like you had some thoughts), it would be cool to get the ability to customize her bush again.

 

Sounds like a great way to do it. I'm really looking forward to it!

 

Ah, I see. I'll put that on my "to do" list, I'm pretty sure I know how that system works. I'm curious how Moderchan did a customization for "bushes", I'll have to eh. . . play the game and check it out.

Posted
3 hours ago, DatWombat said:

 

Ah, I see. I'll put that on my "to do" list, I'm pretty sure I know how that system works. I'm curious how Moderchan did a customization for "bushes", I'll have to eh. . . play the game and check it out.

Oh, and the custom colors also change the nipples, too. I forgot that.

 

In case it helps, here's a screenshot of what I'm talking about. This is what Shiranui used to look like in my game before they changed her textures. Notice the pubic hair and that her nipples are more red than in the default version.

20230425214047_1.jpg

Posted

@DatWombat Hey, sorry to keep bugging you, but I had one more thought.

 

So, the exes that were adapted to the new file format never did bring over Rinko or Su. In Rinko's case, it kind of makes sense, because the body doesn't match the head. In Su's case, I'm not sure why they didn't.

 

In case it's something you'd be able to work with, I have a copy of the model_char file from before the Rinko update that broke stuff. It's on the old format, but it should have Rinko's and Su's full nude meshes and textures.

 

If it's workable, it would be nice to see moderchan's Rinko and Su mods restored. I know you're maintaining two patches, one for maintaining moderchan's mods and one for your new stuff. This is maybe a slight grey area, because I imagine it would take some work to fix the model to work with the current version of Rinko, but it's still *basically* maintenance, I think.

 

If you're interested, I can post it.

Posted
5 minutes ago, jpackinwood said:

@DatWombat Hey, sorry to keep bugging you, but I had one more thought.

 

So, the exes that were adapted to the new file format never did bring over Rinko or Su. In Rinko's case, it kind of makes sense, because the body doesn't match the head. In Su's case, I'm not sure why they didn't.

 

In case it's something you'd be able to work with, I have a copy of the model_char file from before the Rinko update that broke stuff. It's on the old format, but it should have Rinko's and Su's full nude meshes and textures.

 

If it's workable, it would be nice to see moderchan's Rinko and Su mods restored. I know you're maintaining two patches, one for maintaining moderchan's mods and one for your new stuff. This is maybe a slight grey area, because I imagine it would take some work to fix the model to work with the current version of Rinko, but it's still *basically* maintenance, I think.

 

If you're interested, I can post it.

 

Go ahead and send me a copy of your model_char. 

 

It's a bit of a long shot, but I have an idea.

 

I want to compare the current and preexisting skeletons of these characters. If the rigs are the same, in theory it would be possible to literally replace the models with the old ones.

 

Although to be fair, I think folk already tried this.

 

If the rigs are not the same, in theory I could attempt to transfer the weights of the new models to the old models, then delete the new meshes and then export to the game.

 

Failing that, it should be possible to replace the meshes and repaint by hand the weights.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...