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Kena: Bridge of Spirits


Delirious17

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Posted
16 hours ago, notrustk said:

I managed to figure out that using a skeleton from one of the old mods somewhat fixes the ue4 issue I was having.

I have no idea why, and I have no idea what I am doing.

Given this information about myself, I would like to know if anyone just so happens to have that smutbase model lying around, and would like to give it to me.

20221010213043_1a.jpg.241ed1e671da3913a025e676ed40a13b.jpg

MainOutfit without sleeve_99_P.pak 2.95 MB · 8 downloads

Is this the one you were looking for?

Kena.7z

Posted (edited)

Thank u Mr.RegularSex,

 

For some reason I decided to learn intermediate blender before trying to figure out how the skeleton works and why it only works on the MainOutfit mesh. I know that I forgot to add the hair/materials, regardless, the skeleton is wreaking havoc. On a good note, I realized I can hide the arms/knees with 3DMigoto and just add them to the clothes to minimize seams, though that would affect the other outfits...

 

So I need to learn what's special about the skeleton I am using, and I will gladly make simple MainOutfit edits on request in the meantime, but judging by Mr.RegularSex's download counter, yall must want a body

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Edited by notrustk
  • 2 weeks later...
Posted (edited)

How do I mod this? What is the dictionary structure? I can never figure this out. Why is my broken mod T-posing? All my why?

Edited by MemoryH
Posted
3 hours ago, MemoryH said:

How do I mod this? What is the dictionary structure? I can never figure this out. Why is my broken mod T-posing? All my why?

Ah at least you are trying!

Thanks.

 

@notrustk can you provide any feedback? How are you doing? You seemed to have gone a bit deeper in the particular structure of the game's 3D. 

Posted

It's such a shame, the game is pretty underrated and Kena is a hottie. Hoping someone makes a nude mod one of these days (even a bikini or lingerie mod would be great)

Posted

This thread is dead as fuck.

No info on modding, no help, and nobody cares.

Posted

If the game doesnt come with bikini skins, making mods for it is a huge project so...

I'd recommend go learn 3d modelling yourself, not wait around for others if you are that keen.

Posted (edited)
2 hours ago, MemoryH said:

No info on modding, no help, and nobody cares.

 

There is actually some info in this thread and if you take a look at the comments it is obvious that some people care about it, including yourself by the way:

 

On 10/25/2022 at 5:46 PM, MemoryH said:

Any progress over here?

 

Edited by JustCurious10
Posted
9 hours ago, JustCurious10 said:

 

There is actually some info in this thread and if you take a look at the comments it is obvious that some people care about it, including yourself by the way:

 

 

Really??? It's obvious??? Then, what's the UE4 dictionery and modding dictionery? I don't see that info anywhere, because nobody cares to share it.

Posted

I'm going to take a look at it tomorrow and see what can be done. I have a theory as to why the other mod attempts haven't worked yet but I'm not sure until I look figure out what everyone here is talking about or what makes it so difficult compared to other games.

Posted (edited)

Ok, I'm alive and also don't get email notifications for some reason. There really isn't a perfect guide for ue4 modding, I've just been using resources/conversations from the Tales of Arise and Code Vein modding discords. [Code Vein video] [Code Vein guide]

Spoiler

Picture of some stuff from Tales of Arise Discord

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This is what some of it should look like, for this game

Spoiler

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@MemoryH A T-pose might be because there is no ABP/Animation Blueprint assigned to the mesh before cooking in ue4?

Spoiler

3.jpg.3d7717971b989e26d168e7a9b8028dc1.jpg

 

rename the anim blueprint to what the ABP file is named, that you are referencing

4.jpg.1f457e56688bb9eeede0a5872d652bd3.jpg

 

Open up the mesh and add the skeletal mesh post process anim blueprint

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I figured out that I was having a poly explosion last time because the auto weights had the wrong vertex group names...

That is resolved, but now I am having an odd T-pose when trying to change the UVs so I can apply the textures using the vanilla materials, I might just be slipping.

Edited by notrustk
Posted

Alright so there's number of problems with the smutbase model so this might take a little time. The weights are probably going to be a problem and then there's the matter of the textures and materials. It's coming along though.

Posted

I wish you luck with your smooth progress Blehbreh

 

I am going to continue working on mine for at least learning purposes

I need to change my borrowed materials and fix some bugs with weights and finer posing

 

There is so much I have not experimented with yet, I wonder if we can change the base kena mesh with all the morphs without wrenching havoc on the facial animations.

 

Also I assume editing the rotation of the original and game skeletons is the best way to repose the skeletal mesh? Is there another way like morphing possibly? 

Posted
1 hour ago, notrustk said:

I wish you luck with your smooth progress Blehbreh

 

I am going to continue working on mine for at least learning purposes

I need to change my borrowed materials and fix some bugs with weights and finer posing

 

There is so much I have not experimented with yet, I wonder if we can change the base kena mesh with all the morphs without wrenching havoc on the facial animations.

 

Also I assume editing the rotation of the original and game skeletons is the best way to repose the skeletal mesh? Is there another way like morphing possibly? 

 

I won't be certain of what must be done until I get the modified model into the game and see what it does. I'm excited to see what you come up with as well!

Posted (edited)

The two big issues that lead to the cancellation of my own work some number of months ago was the game's use of ACL animation and the mesh fixer not supporting meshes with morph targets or more than 65k triangles, leading to massive degradation of the asset quality. I'm close friends with the developer of the mesh fixer who has no interest in improving it, my reports are in fact what led to the warning on its GitHub page about its rushed development. To my knowledge nothing has happened on that front from other sources.

 

Do feel free to let me know if that changes/has changed, because while I have been told my model is subjectively "superior" to any other, I have no interest in compromising on that simply to deliver anything at all.

 

Spoiler

image.thumb.png.a019be81227e2b85f45b3da39c375d18.png

 

Edited by Irastris
Posted

@Irastris That Kena is so cute!

 

In a non-modder language, how would you describe the problem when implementing your model in the game? The way you word it, it sounds like your naked Kena can be displayed but then animation are screwed up (and/or mess up the meshes), or did I get it wrong? 

Because so far it seems nobody could even display her nude model ingame correctly even in a T pose so if you are way past that point and just ruling against releasing it for quality standard reasons, then would you consider sharing the method so that other modders with lesser quality standard can at least propose something playable?

 

On a side note, if the modding progress is dependent of the mesh fixer program and the programmer of it showing "no interest" in improving it, do you think he could be commissioned to find "some intersest" in improving it?

 

Posted
23 minutes ago, felixcat75 said:

@Irastris In a non-modder language, how would you describe the problem when implementing your model in the game?

 

On a side note, if the modding progress is dependent of the mesh fixer program and the programmer of it showing "no interest" in improving it, do you think he could be commissioned to find "some intersest" in improving it?

 

Attempting to maintain full coverage of the game's rig when weighting your model will result in the head ballooning to massive sizes. My blaming ACL for this is admittedly nothing more than correlation on my part as I lack the knowledge to research it further, Kena is simply the only game I know of with this issue and also the only game I've encountered utilizing ACL.

 

Existing mods circumvent this by getting rid of all facial rigging. This problem is exacerbated further by the game's heavy use of morph targets to provide additional detail in facial animations, which are lost due to the mesh tools incompatibility. This is why every existing mod has nothing more than "dead stare". Among others, you lose blinking, looking around, and all lip-syncing during conversation. Expression and emotion is integral to a character's appeal and I find it hard to believe anyone would happily sacrifice them to this degree.

 

Spoiler

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I do not have tips regarding rigging for this game specifically as that was all compliant with the generic Unreal workflow in my experience.

Posted

Ya like what Irastris said, it is understood that we cannot replace models with morph targets (the face, as it is a separate mesh in the new version), but I will try to reimport it today to see exactly what it does.

 

I have not needed to use the KenaMeshTool.exe, the outfit mesh I am replacing (with the smutbase mesh) has 140k+ triangles, but for some reason I am limited to old mod skeletons b4 importing into ue4.

 

Yo, this is not a T-pose, but my weight painting is terrible, the materials are wrong, and there are some very noticeable caveats with using a body like an outfit...

20221103171236_1.thumb.jpg.a975c0852b1c0a8806350889ce7bec8c.jpg

Posted

Granted all of my views are in regards to this game as it stood when released on Epic, I have yet to review the new Steam release. If the face has been made a separate mesh and you have not needed to run the tool then it sounds like things could be in a much better position, unfortunately I lack the time to spend on this game right now.

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