jpackinwood Posted March 20, 2025 Posted March 20, 2025 23 hours ago, DatWombat said: Serious question, does anyone main Astaroth? I've seen limited success with her in the Arena, but she doesn't seem like a blast to play. I wouldn't say I main anyone at this point, but I do like Astaroth. I kinda feel like you eventually get to the point in this game where all of the content is pretty trivial for all of your characters outside of a handful of things like trying to get a top 100 rank in the Arena or trying to get past level 30 or so in the VR missions. I think my Astaroth's CP is in the mid 90k range, which is probably upper third or so for my characters. But if you have a lot of characters leveled up, you can have huge passive bonuses to everyone. I just counted and I have 400+ WP from leveling characters. Then +98% passive damage to everyone from the armory and so on and so forth. One thing that's kind of convenient about Astaroth is that she floats and can move and attack in any direction at the same time. So you can just hold down her primary flamethrower attack and it has really fast automatic target acquisition for nearby enemies. This means that for any content that you're vastly overleveled for, which is eventually most content, it's a buzzsaw that shreds everything in seconds. But Emily Simmons is arguably even more efficient at that.
DatWombat Posted March 21, 2025 Posted March 21, 2025 OH THANK FUCK THE NIGHTMARE IS OVER I think my Astaroth is pretty solid at this point. The jiggle physics are on point, I eliminated all of the seams (I'm aware of) and I weighted Moderchan's mesh as best as I could for the character. I had to get creative here and there and paint asymmetrically to comply with Astaroth's poses and movements. It was surprisingly complicated, but well, rejoice Astaroth mains? It only took me like two days. Yippee I got eight or nine more Taimanin to repair, Oboro is next. I love Oboro. 7
DatWombat Posted March 21, 2025 Posted March 21, 2025 (edited) Turns out, Oboro wasn't exactly "drag and drop" either. SInce Oboro is an older character, the devs weighted her a little differently than future characters. Fortunately, the reweighting she asked of me was quite minimal. I even learned a few new Blender tricks that'll help me speed up converting and repairing everyone else! Well, was still three hours. But most of that was fiddling with weight transfers and learning a new character rig. What's a little frustrating, however is how each character really does seem to need specific weighting in spite of having the same body. This is often just to accommodate a specific pose or animation they do; for example, Oboro's opening animation causes some pretty big issues with my leg weighting that Astaroth doesn't have. But I had to weight Astaroth special to make sure her body is proportioned correctly. The thing is though, the original weighting isn't great to be begin with. A lot of it has to do with the meshes themselves. Moderchan or Lilith's meshes, they're both a little frustrating to work with due to rather inflexible faces. But I'm reaching a point I bet I can pretty quickly repair characters and add the rest of the cast with relative ease. EDIT: So I pulled a few random other characters from the game, ported them into Blender and tried to see which of my existing bodies would most easily merge with existing skeletons. Turns out, Oboro's mesh is the best case scenario. . . which suggests I should build a "perfect" master body that'll hopefully play nice with everyone else in the game. Gah, and I thought I was done with weight painting. On the plus side, I'm learning a lot of 3D modeling skills by fire. Shown below is a previous model, I have since repaired the torn vertices. Edited March 21, 2025 by DatWombat 7
DatWombat Posted March 21, 2025 Posted March 21, 2025 It's about 5 AM now. I'm tired as fuck, and I got work tomorrow (I mean later today). But guess what I did!!! I busted my ass refining Moderchan's mesh. If you ask me, I think the new weighting is better than ever! I tested a variety of poses in Blender with a goal of producing a weighting that'd make all of the in-game movement look super smooth and sexy! The only draw back is that the model isn't so hot for posing (say, in whatever the photo room mode is for). But I basically had to choose to weight for gameplay OR for posing. The default, unmodded models are a pretty good example of what happens when you try to weight for gameplay AND posing given the shit skeletons. I'm really proud of my work tonight, so fucking smooth, Shown below is my original weighting; it looks FINE on Astaroth I swear! Here's another example of my original weighting; And now, my NEW weighting! Another another one: Oboro is a great character to work off of since her animations are nightmarish to deal with. There's a few places I want to trim up in regards to my weighting, BUT THERE'S NO FUCKING REALITY WHERE THIS ANIMATION LOOKS OKAY AND GOOD. IF YOU SAW THE WAY ACTION TAIMANIN RIG FEET AND LEGS, YOU WOULD UNDERSTAND. From what I can gather, I just need to touch up my ribs, my breasts a little bit, and the groin where thighs connect to the vagina. My tiddies have hard edge when they jiggle so I gotta figure out how to patch those up too. But I'm super excited, this new rig should not only make it super quick and easy to produce nude bodies for EVERYONE in the game, it'll look great too -- dare I say better than the original devs' models. Anyways, I got more fuckery to do. I still need to repair Akiyama Rinko, Su Jingliu, Mizuki Shiranui, Emily Simmons, Shingangi Kurenai, Onisaki Kirara, Noah Brown, and Fuuma Tokiko, but by golly am I making progress! 8
201193 Posted March 21, 2025 Posted March 21, 2025 5 hours ago, DatWombat said: It's about 5 AM now. I'm tired as fuck, and I got work tomorrow (I mean later today). But guess what I did!!! I busted my ass refining Moderchan's mesh. If you ask me, I think the new weighting is better than ever! I tested a variety of poses in Blender with a goal of producing a weighting that'd make all of the in-game movement look super smooth and sexy! The only draw back is that the model isn't so hot for posing (say, in whatever the photo room mode is for). But I basically had to choose to weight for gameplay OR for posing. The default, unmodded models are a pretty good example of what happens when you try to weight for gameplay AND posing given the shit skeletons. I'm really proud of my work tonight, so fucking smooth, Shown below is my original weighting; it looks FINE on Astaroth I swear! Here's another example of my original weighting; And now, my NEW weighting! Another another one: Oboro is a great character to work off of since her animations are nightmarish to deal with. There's a few places I want to trim up in regards to my weighting, BUT THERE'S NO FUCKING REALITY WHERE THIS ANIMATION LOOKS OKAY AND GOOD. IF YOU SAW THE WAY ACTION TAIMANIN RIG FEET AND LEGS, YOU WOULD UNDERSTAND. From what I can gather, I just need to touch up my ribs, my breasts a little bit, and the groin where thighs connect to the vagina. My tiddies have hard edge when they jiggle so I gotta figure out how to patch those up too. But I'm super excited, this new rig should not only make it super quick and easy to produce nude bodies for EVERYONE in the game, it'll look great too -- dare I say better than the original devs' models. Anyways, I got more fuckery to do. I still need to repair Akiyama Rinko, Su Jingliu, Mizuki Shiranui, Emily Simmons, Shingangi Kurenai, Onisaki Kirara, Noah Brown, and Fuuma Tokiko, but by golly am I making progress!
annoyedlurker Posted March 21, 2025 Posted March 21, 2025 1 hour ago, 201193 said: Murasaki was one of the girls in the last nude mod back when it was still working, if Wombat is doing girls like Rinko and Su, who we haven't had working nude models of for years, Murasaki's either still on the list or already done. You'll notice that Asagi, Yukikaze, and Sakura weren't mentioned in that list either, and there's no way they're getting left out.
DatWombat Posted March 21, 2025 Posted March 21, 2025 Nothing too new, just been refining weighting. Almost on a finished product, I swear. The jiggle physics are really something. I need to figure out how to cope with the shoulder animations though, they're pretty rough; Oboro doesn't move in ways that play to the strengths of the skeleton provided.
DatWombat Posted March 21, 2025 Posted March 21, 2025 22 minutes ago, annoyedlurker said: Murasaki was one of the girls in the last nude mod back when it was still working, if Wombat is doing girls like Rinko and Su, who we haven't had working nude models of for years, Murasaki's either still on the list or already done. You'll notice that Asagi, Yukikaze, and Sakura weren't mentioned in that list either, and there's no way they're getting left out. NO FUCKING SHOT MIZUKI IS GETTING LEFT OUT MIZUKI IS MMPPHHHhh And yes, DON'T WORRY! Murasaki is in fact, still working. No fixes needed! 23 minutes ago, annoyedlurker said: Murasaki was one of the girls in the last nude mod back when it was still working, if Wombat is doing girls like Rinko and Su, who we haven't had working nude models of for years, Murasaki's either still on the list or already done. You'll notice that Asagi, Yukikaze, and Sakura weren't mentioned in that list either, and there's no way they're getting left out. 2
annoyedlurker Posted March 21, 2025 Posted March 21, 2025 28 minutes ago, DatWombat said: NO FUCKING SHOT MIZUKI IS GETTING LEFT OUT MIZUKI IS MMPPHHHhh And yes, DON'T WORRY! Murasaki is in fact, still working. No fixes needed! Huh, I haven't reinstalled your old nude mod since you updated us that you were working on the improved version. I assumed that since they updated their version of Unity everyone was at least a little broken. Glad to hear I was wrong and your workload is at least a few girls lighter than I thought it was.
DatWombat Posted March 22, 2025 Posted March 22, 2025 Well, I took another stab at my weight mapping. Every single import, I see something wrong. But getting there! Here's the newest Oboro. I clocked in another three or four hours getting everything right. . . as right as I could given the animation. There's definitely a lot of animations in-game that really test the provided skeleton. The best I can do sometimes is make everything else look good. There's some janky movements here and there, but I designed this body to be as compatible as possible with attack animations. So I made sure to focus on having arm muscles pop out, and thighs staying nice and squishy during movement. Shown below is my latest iteration of Oboro and by extension, my new "master" body for everyone else. I'd like it to be known I weighted this body completely from scratch. Shown below, Oboro descends from an attack. It was SURPRISINGLY DIFFICULT to animate her breasts to move as smoothly as shown in the upright position. I don't really have a lot of polygons to work with! Shown below, Oboro flaunts some gear. THis image is a nice example of the overall body under light stress. I know the animation here is janky as fuck, but that's out of my control. What was in my control were Oboro's ass cheeks and pussy; I'm really happy with how they came out. Once again, I designed this weighting to insure thighs and ass cheeks stay nice and soft between movement. One more attack animation; this image nicely showcases Oboro's ass and upper arms. I'm really happy with how her deltoid pops out whenever she swings. Anyways, that's probably about all I can do for tonight. I'm so, so close to a perfect rig. I think my hands need a little bit of work to smooth wrist animations and I got what appears to be a badly weighted polygon inside my armpits. Once I get those patched up, I think Oboro will be complete -- and I'll have a perfect mesh to transfer to every other character in the game. Since this puppy is already rigged, I don't have to deal with Blender's bullshit auto-rigging. Sometimes, only sometimes Blender's auto rigging works. It worked for Ingrid, but not for Astaroth or Oboro. 4
DatWombat Posted March 22, 2025 Posted March 22, 2025 12 hours ago, annoyedlurker said: Huh, I haven't reinstalled your old nude mod since you updated us that you were working on the improved version. I assumed that since they updated their version of Unity everyone was at least a little broken. Glad to hear I was wrong and your workload is at least a few girls lighter than I thought it was. Actually, virtually every character was broken. I had to re-convert each model and then see what still worked. . . mostly carnage, unfortunately. But on the plus side I'm building the infrastructure to expand the mod. 2
DatWombat Posted March 23, 2025 Posted March 23, 2025 On 3/6/2025 at 11:19 PM, animatedtiddy said: I feel like theres gotta be a way to write a software that can just do this without the engine, I mean we have tools that can extract from any asset bundle version I don't see why we cant go both ways with it. Maybe UABEA can do it already tbh. Aside from that is there anything preventing use of melonloader/bepinex/harmony to do runtime loading? Don't mean to necro an old topic but I haven't used any of those programs. To mod Action Taimanin, I decompress and edit files and recompress them. I'm unsure if another software, especially runtime would be safe with an online-only game.
DatWombat Posted March 23, 2025 Posted March 23, 2025 On 3/7/2025 at 1:01 AM, bonifide said: This is one game I wish there was autoplay. Try Emily Simmons. 1
bonifide Posted March 23, 2025 Posted March 23, 2025 10 minutes ago, DatWombat said: Try Emily Simmons. I heard but I don't feel like going through the chapters to unlock her.
annoyedlurker Posted March 23, 2025 Posted March 23, 2025 10 minutes ago, bonifide said: I heard but I don't feel like going through the chapters to unlock her. Is any character locked behind specific chapters, beyond maybe completing the prologue? The only thing I needed to unlock Murasaki, Shiranui, Kurenai, Kirara, and Asuka was gems even though I haven't seen a hint of them in the story so far. 1
DatWombat Posted March 23, 2025 Posted March 23, 2025 It's been another five? Six hours? I've been working on my hands and pits for Oboro dearest. Hands are fucking hard, and I ended up cycling between a few weighting methods, each with pros and cons. One of the hardest things was trying to replicate visual errors I found in-game; I don't know what bones Action Taimanin is using and how they're being twisted, so it's kind of a nightmare sometimes. I think I got everything. My newly weighted body does clip here and there, but I determined it's a worthwhile compromise. To prevent clipping, I would have to instead weight the body to distort -- which is what the devs opted it for. The problem with this method is that it causes body parts to shrink and inflate like they're bags of air. I wanted my body to always look full and fatty and the best way to do that was to build in some clipping to insure body parts don't deflate. I know it sounds cringy but I sincerely doubt most of you will notice. Hell, in the following image my method of weighting is on full display. Some animations are gonna have sharp edges, but I literally can't make everything look good given the skeleton I'm working with. I'm honestly impressed this looks as good as it does. I had to fiddle with my arms and shoulders for SO MANY FUCKING HOURS to get this pose looking decent. The following image is a nice sample of the leg and feet work. The tiddie physics, MMPH A great example of tiddies and the overall body under stress and action! And one more showing off tiddie physics. I'm curious how my work will hold up for characters with larger breasts. But my body right now can support some pretty extensive breast movement, I think I really improved upon the default breast movement by allowing a wider range of movement. This is gonna be HUGE for the big tiddy Taimanin. That's all. It looks like I have literally two or three polygons I need to diagnose, but I'm happy with what I have. I guess sorry it's been taking so long? I'm sure someone that knows how to Blender would have finished weight painting in one day, but this is a first for me. I'm a self taught wombat. Now that I have a body, and I have Oboro, I can start converting the rest of the cast. 8
201193 Posted March 23, 2025 Posted March 23, 2025 Oooh womby, you are such a tease with all these previews. . . . AND I LIKE IT! Keep up the good work my friend!
DatWombat Posted March 24, 2025 Posted March 24, 2025 So I put my new body to work and started converting other characters. Got two done tonight, would have got more but Noah was being a bitch bitch and it turns out she is actually a nightmare to do anything with. In the preview with the white stretched polygons, that's an easy fix I simply didn't get around to it. No need until I publish a full build of the mod. I did Naga too, I think she came out pretty good. Noah's animation makes me feel like I fucked up my topology but I still think it's Action Taimanin and not me. No fucking shot smooth animation is happening with these bones. Anyways, I'm off work early tomorrow. I'm curious how many Taimanin I can put together. 5
DatWombat Posted March 24, 2025 Posted March 24, 2025 On a side note, I found out you can upload 4k textures to the game. While I'm not interested in attempting an upscale, I AM interested in maintaining extended textures to serve a mix of nude skins and skimpy outfits. I have a feeling i can simply double the length of my textures to accommodate both my own and vanilla artwork, which will make it super super easy to mod outfits. Since I'm pushing through new Taimanin pretty quickly, I might just try to convert the whole cast before uploading. My weekend is coming up anyways. 3
DatWombat Posted March 24, 2025 Posted March 24, 2025 I thought about it for a while, I might actually use the bathrobe as a full nude skin. I forget who suggested it, but I REALLY want to include bits and pieces of outfits as the default. For example, I'd love to see everyone maintain heels and armor pieces. 300 gems isn't THAT hard to earn. I just need to make sure every character has access to a bathrobe skin. 3
201193 Posted March 24, 2025 Posted March 24, 2025 22 minutes ago, DatWombat said: I thought about it for a while, I might actually use the bathrobe as a full nude skin. I forget who suggested it, but I REALLY want to include bits and pieces of outfits as the default. For example, I'd love to see everyone maintain heels and armor pieces. 300 gems isn't THAT hard to earn. I just need to make sure every character has access to a bathrobe skin.
RoboTron0057 Posted March 24, 2025 Posted March 24, 2025 @DatWombat LOVE YOUR MODS BRO! ActionTaimaninNudePatch_v02dragn'drop WORKS GREAT! Looking forward to the update so all the chars can be nake! Much love amigo! :))))
Syous Posted March 25, 2025 Posted March 25, 2025 (edited) 14 hours ago, DatWombat said: I thought about it for a while, I might actually use the bathrobe as a full nude skin. I forget who suggested it, but I REALLY want to include bits and pieces of outfits as the default. For example, I'd love to see everyone maintain heels and armor pieces. 300 gems isn't THAT hard to earn. I just need to make sure every character has access to a bathrobe skin. every character has a bathrobe skin, its the one universal skin. Its why Moderchan had originally wanted to do this. I have my finger crossed that you might consider going forward with this. Also you are doing the lords work and I salute you for this! Edited March 25, 2025 by sy2k
DatWombat Posted March 26, 2025 Posted March 26, 2025 So, turns out I'm dumb. I figured out why I couldn't transfer Moderchan's original weighting onto new skeletons. Oops! I still like my rigging more, but Moderchan's original rigging is closely compatible with the default character's movement. This makes his weighting ideal for splicing outfits. But I dunno; I still prefer my weighting at the end of the day. I could just hand paint whatever outfits I convert, that's an option too. I'll have to see what I want to do. I'm experimenting with extended texture maps to expedite the creation of new outfits. I believe it's my new textures that's causing Taimanin to appear discolored, I'm not sure. I'm still poking around files and sampling new textures. I made a few new bodies, one for Rin and one for Emily. 4
DatWombat Posted March 27, 2025 Posted March 27, 2025 I unfortunately woke up pretty late today, so I didn't get as much work done as I wanted to. BUT. I figured out once again, I'm not the problem, Action Taimanin is. I performed quite a bit of scientific process to debug the weird shading I encountered whenever I imported new textures for Rin and I determined it has nothing to do with the shape or size of imported textures; additionally, Rin looks great outside of menus and in-game. So I dunno. I'll just have to cope. However, this discovery does confirm I can utilize larger textures and quickly splice outfits. I've also figured out how to realistically export new outfits, so I'm pretty excited to give that a try. The only real issue I have at the moment is determining if I want to continue to use Moderchan's weight mapping, which most closely matches the default, nonnude models weight mapping and expedites outfit creation. . . or use and adapt to my own weight mapping, which I personally prefer. It significantly reduces uncanny body distortion and increases breast physics. We'll see, I suppose. I really want to continue using my personal work but Moderchan's weight mapping would really save me a lot of effort. I think my idea for splicing outfits will allow me to use my weight mapping AND vanilla weighting, which will allow me to export outfits just as fast as I can with Moderchan's weight mapping. I think what i want to do is take an existing, working character such as Asagi and compare my work with his work before coming to a conclusion. For all I know, I'm being too attached. 4
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