chamromppopo Posted April 23, 2025 Posted April 23, 2025 5 hours ago, Catnatic said: Well, if we can't even export and reimport the original model with a working skeleton, there's not much luck in importing the nude model properly. It's hard to tell if we did something wrong that caused the model to not be exported correctly or the latest version of the exporter script is simply broken and we have to use an older version. Yup that's the same issue on my end, but it's weird, I can see the penis with my import. This issue is what's mainly holding this mod as well as the SV mods from being released. Because I'm waiting to get the model looking properly before adjusting the skin tone on the character. Also using the exported trskl or the original trskl ends up with the same results for me. I tried going back and adjusting some of the weights and I do see some slight improvement but from my understanding when asking others questions they didn't have to do too much weight painting, when reimporting similar models to the game. And the exporter also fucks up the original unmodified models too. I'll probably have to test the old version of exporting. The old exporter works by converting the trmsh and trmbf into .jsons, then using python script to append all meshes and then converting them back to binary (TR*** files), the process is pretty similar to modifying trmtr files.
AuronKaname Posted April 25, 2025 Posted April 25, 2025 How much of the story is there left for the Nude Reactions mod? I already have the mod installed and am using it but just wanted to check if it's finished or if there is still some left.
Catnatic Posted April 25, 2025 Posted April 25, 2025 (edited) 4 hours ago, AuronKaname said: How much of the story is there left for the Nude Reactions mod? I already have the mod installed and am using it but just wanted to check if it's finished or if there is still some left. Still got a lot more to go since the mod is only half done with the story being 37% finished while the side content is around 43% completed. 10 out of 27 story missions have been edited, and 64 out of 94 (+ 28 DLC) requests have been edited. This is roughly 15 hours of content altogether so if you play the game at a leisure pace, it'll be a good long while before everyone...gets used to the fact that you're always naked, so to speak. I'll resume work on the Nudity Reactions mod for Legends: Arceus after I finish updating my other mods. Edited April 25, 2025 by Catnatic
AuronKaname Posted April 27, 2025 Posted April 27, 2025 Thanks for the quick update, looking forward to seeing this (and the one for Pokemon Sword/Shield) being finished, also I'm the type to try and to all the research tasks in Legends so I won't be rushing the story.
chamromppopo Posted April 27, 2025 Posted April 27, 2025 On 4/7/2025 at 4:12 AM, ScoutTheSaneless said: i have a couple: 1. will there be variants of the dick? ex. length, erect, circumcised 2. could this lead to futa variants for the female character? w variants like above plus no balls Sorry I thought I replied to this, but I think it was on the SV thread. If I'm able to get the model export working, then yeah I can make a circumcised variant for request #1. For length and erection it's a bit more complicated but I'll try and see if I can find the penis that I used for SwSh because it had morphs that allowed you to customize the shape (size, erection, foreskin retraction, etc.) For #2 do you mean giving the female a dick? The female mod has many variations already, If I get to do this I'll probably work with the small or flat version. But no promises, I'm still stuck on the model export so once I'm able to figure it out and finish the first mod I'll see if I get to do some variations.
chamromppopo Posted April 27, 2025 Posted April 27, 2025 (edited) On 4/23/2025 at 6:58 AM, Catnatic said: Not even a deformed dick :( The reason you don't see it it's because it's floating around the belly button area inside the torso, I forgot to rig it to the hip bone before sending the model. That's why I'm able to see it on my end. Edited April 27, 2025 by chamromppopo
ScoutTheSaneless Posted April 27, 2025 Posted April 27, 2025 3 hours ago, chamromppopo said: On 4/7/2025 at 1:12 AM, ScoutTheSaneless said: i have a couple: 1. will there be variants of the dick? ex. length, erect, circumcised 2. could this lead to futa variants for the female character? w variants like above plus no balls Sorry I thought I replied to this, but I think it was on the SV thread. If I'm able to get the model export working, then yeah I can make a circumcised variant for request #1. For length and erection it's a bit more complicated but I'll try and see if I can find the penis that I used for SwSh because it had morphs that allowed you to customize the shape (size, erection, foreskin retraction, etc.) For #2 do you mean giving the female a dick? The female mod has many variations already, If I get to do this I'll probably work with the small or flat version. But no promises, I'm still stuck on the model export so once I'm able to figure it out and finish the first mod I'll see if I get to do some variations. 1. awesome! i hav faith u can do it, just work at ur own pace and it shall come to pass! 2. yes and no, i meant more having them have both, i'm aware there's a bunch of variation already, so perhaps u could tie the bits to some outfits u can purchase in game :3 1
chamromppopo Posted April 29, 2025 Posted April 29, 2025 (edited) So I finally got a to import a less distorted model. I just have to fix the mask layer that controls skin tone or whatever that layer its called. This issue is less noticeable when using a light skin character, see pictures below. Also now a new problem popped up, the penis seems to be floating around the hip area instead of being attached to it, when the character is standing. This was not the case with the distorted mod. It could be an animation issue but I don't think that's the case. I'll probably have to go back in blender and apply some transformations and test it out. Update. I finished fixing the penis positioning. There are some animations that depends on the bones of Spine_01, Left_leg_01 and right_leg_01. I had rig the penis to these bones and make sure it has appropriate weights for them. The only thing left is fixing the skin tone from there I'll start to port the mod to the casual outfit with pouch and then to the Survey Corp Uniform Edited April 29, 2025 by chamromppopo Forgot to add an image 7
chamromppopo Posted April 29, 2025 Posted April 29, 2025 (edited) I'll see if I can finish with this game first before going back to SV, because it's way faster to test mods here compared to Scarlet and Violet. Repacking mods with trinity every time I want to test something is very annoying. For this game it's just replacing a file in a .gfpack and load it in game. Edited April 29, 2025 by chamromppopo
sophsto Posted April 29, 2025 Posted April 29, 2025 1 hour ago, chamromppopo said: So I finally got a to import a less distorted model. I just have to fix the mask layer that controls skin tone or whatever that layer its called. This issue is less noticeable when using a light skin character, see pictures below. Also now a new problem popped up, the penis seems to be floating around the hip area instead of being attached to it, when the character is standing. This was not the case with the distorted mod. It could be an animation issue but I don't think that's the case. I'll probably have to go back in blender and apply some transformations and test it out. Spoiler 1
Catnatic Posted April 29, 2025 Posted April 29, 2025 (edited) 2 hours ago, chamromppopo said: So I finally got a to import a less distorted model. I just have to fix the mask layer that controls skin tone or whatever that layer its called. This issue is less noticeable when using a light skin character, see pictures below. Also now a new problem popped up, the penis seems to be floating around the hip area instead of being attached to it, when the character is standing. This was not the case with the distorted mod. It could be an animation issue but I don't think that's the case. I'll probably have to go back in blender and apply some transformations and test it out. Ooh, we're getting there! 👀 How were you able to successfully import the model? Was it because the old exporter did a better job than the new one? As for the penis problem, either it has something to do with its weight painting or maybe because the penis mesh isn't actually attached to the main body. I noticed with the .blend file you shared, none of the genitalia's vertices are seamlessly merged with the groin which could be an issue for animations and normals. Also, I sorta have a critique here, his nipples looked rather odd because there's seams around his areolas. The vertices around those seams are actually doubled and you need to merge them together to make them seamless with his chest. You'll also need to reset those vertices' normals so they naturally reflect light the same way as the rest of his body. The below screenshot is the result when I polished up his right nipple. Another thing is that the inner area surrounding his nipples are slightly inwards when it's meant to be slightly poking out from the outer circle. To put it simply, his breasts should be a little rounded. Also, even though male's nipples aren't as pronounced as female's, they're not flat, they still stick out slightly. On 4/28/2025 at 5:21 AM, chamromppopo said: Sorry I thought I replied to this, but I think it was on the SV thread. If I'm able to get the model export working, then yeah I can make a circumcised variant for request #1. For length and erection it's a bit more complicated but I'll try and see if I can find the penis that I used for SwSh because it had morphs that allowed you to customize the shape (size, erection, foreskin retraction, etc.) This is subjective but I think I prefer it when Rei's penis stays unique compared to Victor's penis because it sells that notion on how everyone's body are uniquely different lol. When I made different versions of my nude male SwSh mod for small, longer, and circumcised penises, I just duplicate the mesh and readjust its vertices to change the penis length or just redo the tip to have visible glans. That's what I had to do while my model didn't have morphs / shape keys (simply because I didn't know how to). I did a similar thing for making erected cocks by duplicating and moving the vertices around, too, but the animations may be trickier to get it ironed out. It's why I couldn't get a erected version ready for my SwSh nude male mod because the animations distorted Victor's hard dick due to weight painting which was hard for me to figure out. Anyway, whether you make the variations or not, I'll look forward to when your mod is finally ready. I can't wait to play as a nude Rei where instead of Akari, he is the only one naked with his bits dangling out everywhere. Edited April 29, 2025 by Catnatic 3
Viewier Posted April 29, 2025 Posted April 29, 2025 (edited) On 4/27/2025 at 3:21 PM, chamromppopo said: For #2 do you mean giving the female a dick? The female mod has many variations already, If I get to do this I'll probably work with the small or flat version. But no promises, I'm still stuck on the model export so once I'm able to figure it out and finish the first mod I'll see if I get to do some variations. May I ask why you're only working with the small and flat versions? There are five different versions, so I would hate to miss out on giving a penis to the other three. I like having options. Plus, giving a penis to women is rare in nude mods, so I always appreciate when they are added. I really appreciate all the work you've done here. I'm glad you got your model importing issues figured out. Can't wait for the release of Rei's nude mod! And take your time. There's no rush. On 8/16/2024 at 2:09 AM, Saltlapse said: Size Comparison: [Legends Arceus] Female Player Nude Mods Pack 1 V2 + Pack 2.7z 45.73 MB · 2,024 downloads Edited April 29, 2025 by Viewier 2
Boborialus Posted May 3, 2025 Posted May 3, 2025 What’s the status on Catnatic’s nude male reactions mod if the Nude Rei mod is almost done?
Catnatic Posted May 3, 2025 Posted May 3, 2025 1 minute ago, Boborialus said: What’s the status on Catnatic’s nude male reactions mod if the Nude Rei mod is almost done? The existing nudity reactions mod already supports male players but it's not as thoroughly tested as the female player. The characters will accordingly refer to you as a "he", "him", a "boy", and so on with a few male-specific lines that differ to the female version. If there's any line that still refers to you as a girl, let me know of that oversight and I'll fix it in the next major update. The only NPC I need to polish on is Akari. I think my lines for her dialogue is kinda rough and could be written better.
chamromppopo Posted May 5, 2025 Posted May 5, 2025 (edited) On 9/15/2024 at 9:08 PM, chamromppopo said: Modding male models is not really that simple, compared to a female models. This is because you have to attach a penis to the model while for females you just have to adjust some proportions and mold it around. Although I might be wrong because: I'm not an expert Modder, I'm not very good at modding female models, and I've never tried to mod this game in particular. I've only successfully modded a male character from another Pokémon game where importing models is much easier. I've tried female models but they always look weird in game. I find that importing models to this game is kind of complex, so unless Saltlapse is interested or someone else has an interest in NSFW mods and can import models to this game. I don't see a Rei mod coming out anytime soon. It's a bummer I know. On 9/17/2024 at 9:46 PM, chamromppopo said: This looks cool @Catnatic!! Does your mod change significant parts of the story or plot points. I've only played the first 15 mins of this game and I might pick up the game again with your mod. How far along is your mod compared to the rest of the story: 20%, 30% ? Hopefully when a Rei mod comes out🤞,dialogue variations won't be too much work, because I assume it would just be editing from what's already there for Akari. Anyways this looks pretty cool, great job!! Update: I just fixed NPC Rei and NPC Akari's arms. They still look high AF, and the eye texture looks ok in toolbox. I'll get to the bottom of this, it's unacceptable, Jubilife Village is a smoke free area and besides Oddish is not even in the Hisui pokedex, therefore it's an prohibited substance. Damn here I was waiting for someone to do a Rei mod. Because I didn't know how to mod this shit. And I ended up having to do it myself Edited May 5, 2025 by chamromppopo 1
chamromppopo Posted May 5, 2025 Posted May 5, 2025 (edited) @CatnaticI forgot to add this as part of the message. I've attached the proper TRSKL that meshes should be exported too. You can rename it to any name before exporting, the trmbf and trmsh will export with the name that's on the trskl. And I also forgot to say nice work on the nipple. From the picture you sent it look like you made more round. Do you mind If I can take a look, so that I can compare it with mine? I also found where the red eye glitch with NPC Rei/Akari is coming from, it's coming from the face texture or the face mesh and not the eyes as I previously thought. Also now with the future release of NPC Rei and Akari, do you plan on making edits for your dialogue mod? Also does anyone here know how to use pkNX, this is needed to modify the shop files to unlock the intro casual outfit and also the modern outfit for variants, changing the sandal sound to barefoot. And one last thing, what was done to fix the clipping legs when the camera closed up on characters. I believe it had something to do with the models and not pkNX but I'm not sure what is was. Trskl.zip Edited May 5, 2025 by chamromppopo 1
Catnatic Posted May 5, 2025 Posted May 5, 2025 (edited) 7 hours ago, chamromppopo said: He may have lost his Terastallized form from the last time we seen him in the buff but that's okay, Rei is looking amazing! It's nice to finally see him wearing only the bare essentials for his uniform: the cap and waist bag. Does his uniform come with a scarf, though? At least Akari won't be the only one naked anymore. 7 hours ago, chamromppopo said: Now as for making the mesh seamless, it's not a good idea to merge the double vertices, because the mesh is unwrapped in the UV map, merging them will make it look seamless in blender but it will mess up the rendering because you would end up with one vertex having at least 2-4 coordinates at the same time and when importing to the game, because the edges will connect and go over whatever is in between all of the coordinates and ends up messing the UV layout. The mesh already has a split normals data applied to it, so if I recalculate normals it could overwrite the normal data that it already has. You can merge them, but if you do you're going to have to unwrap and UV map the mesh, which I don't recommend to anyone. Fair point. As someone who's still a novice in 3D modelling, that's a pretty helpful tip to be mindful of. It makes sense that the two vertices having different UV coordinates to each other would cause some problems if they're merged together. But what if the double vertices are on the exact same area on the UV map? Wouldn't it be safe to merge them? 4 hours ago, chamromppopo said: @CatnaticI forgot to add this as part of the message. I've attached the proper TRSKL that meshes should be exported too. You can rename it to any name before exporting, the trmbf and trmsh will export with the name that's on the trskl. And I also forgot to say nice work on the nipple. From the picture you sent it look like you made more round. Do you mind If I can take a look, so that I can compare it with mine? So if I were to export a model with the provided TRSKL, the animation should work properly now even with the current script? I did not save the .blend with the edited nipple because I didn't think I need to do it over a throwaway example. It only took less than a minute though, just highlight the nipple area except for the outer edge and move it forward a bit, and then highlight the nipple itself and bring it forward slightly. That's all I really did which should be enough to help make the breast rounded with the nipple slightly poking out. Upon recently doing this without the merged vertices, I noticed that it also makes the seam less noticeable. I argue that if a seam is visible on Blender, it could also be visible in-game as well. Although it probably won't be as bad depending on how a game handles lighting, but I think it helps to reduce it. 4 hours ago, chamromppopo said: Also now with the future release of NPC Rei and Akari, do you plan on making edits for your dialogue mod? There are plans on making another dialogue mod for where NPC Rei/Akari is the only one naked, and an addon for the existing nudity reactions mod that takes account of the NPC being nude too. I'm not sure what the narrative should be like though if there's already a nudist in Jubilife before the player arrives without their clothes. 4 hours ago, chamromppopo said: Also does anyone here know how to use pkNX, this is needed to modify the shop files to unlock the intro casual outfit and also the modern outfit for variants, changing the sandal sound to barefoot. And one last thing, what was done to fix the clipping legs when the camera closed up on characters. I believe it had something to do with the models and not pkNX but I'm not sure what is was. You extract the game's RomFS files and have pkNX load the location that contains the RomFS folder. Based on Saltlapse's mod for barefoot sound effects, it's something about the player's dressup table. From what I noticed when comparing the vanilla and modded versions of female's casual footwear, the SubCategoryName was changed from "sandal" to "waraji". Maybe changing that will have the game use a different sound effect correspondent to the footwear's sub category. As for unlocking casual and modern outfits, they're part of the same dressup table that you need to edit. At the very bottom of the list when viewing the properties of a DRS clothing item, there's an "UnlockFlag" variable with a value that differs between the vanilla and Saltlapse's modded version. The vanilla version of both male and female's casual outfits including pouch variations have the same value of "14695981039346656837". The modded version of female's casual outfit without the pouch has a different value of "601063770004251292". You could probably use the same value for the male version. From what I've seen in Discord, those values have proper naming schemes like "FSYS_CLOTH_LINEUP_RANK_02" but I don't know how to make pkNX display them. Saltlapse mentioned that each footwear's TRMSH needs to be edited to increase its clipping sphere radius. I'm not exactly sure how that could be accomplished though. Maybe something to do with the mesh groups that are labelled "hide" or something like that. Edited May 5, 2025 by Catnatic 3
CanonInterpretator Posted May 7, 2025 Posted May 7, 2025 On 4/23/2025 at 4:58 AM, Catnatic said: @CanonInterpretator, how exactly were you able to successfully export your models? What I did in Blender was that I first selected the model's armature and exported it as a .trskl file. Then I selected all the model's objects and exported them as .trmsh and .trmbf files. Afterwards, I used Switch Toolbox to edit the .gfpak archive for Rei's model by replacing its .trmbf, .trmsh, and .trskl files. Late to respond, but im glad you guys seem to have figured it out. I gotta be real though modding knowledge leaves my brain just as quickly as it enters and its definetly been long enough that Im struggling to remember anything lol Good luck with the mods going forward though! 2
chamromppopo Posted May 10, 2025 Posted May 10, 2025 (edited) On 5/5/2025 at 3:00 AM, Catnatic said: He may have lost his Terastallized form from the last time we seen him in the buff but that's okay, Rei is looking amazing! It's nice to finally see him wearing only the bare essentials for his uniform: the cap and waist bag. Does his uniform come with a scarf, though? At least Akari won't be the only one naked anymore. Thanks, I had to redo the entire mask texture by channel to make it work, and then work with the channel configuration to remove his terastallized form lol. On 5/5/2025 at 3:00 AM, Catnatic said: Fair point. As someone who's still a novice in 3D modelling, that's a pretty helpful tip to be mindful of. It makes sense that the two vertices having different UV coordinates to each other would cause some problems if they're merged together. But what if the double vertices are on the exact same area on the UV map? Wouldn't it be safe to merge them? No worries, I'm also a newbie on this, an I'm learning as I go. Now if both vertices are in the same place I don't think that will cause a problem. Because when you merge them they create edges (the lines that connect two vertices) that connect between both points. So whatever is under in that line the game will render. For example if there's a red area in the uv map for the scarf between the torso and the hips and you merge them and import the model to the game you will see that the model will have a red belt between the torso and hips because the edges have to go through that area to get to the other coordinate. On 5/5/2025 at 3:00 AM, Catnatic said: There are plans on making another dialogue mod for where NPC Rei/Akari is the only one naked, and an addon for the existing nudity reactions mod that takes account of the NPC being nude too. I'm not sure what the narrative should be like though if there's already a nudist in Jubilife before the player arrives without their clothes. I'm not very far in the game, so I don't know much about the lore with NPC Rei and Akari (senapi as their game files calls them), I only know they're the prof's assistant. Also I'm not a writer by any means but I was thinking what if they come from a remote area of hisui where that's the norm or if they just want to be connected more with nature, pkm, etc. If you want to add some interactions between them you could say that the prof is initially a little uncomfortable or unamused at first when he saw his assistants outfit but respects it in time (this is before the game starts obviously, just in case there's dialogue on their backstory before the main character arrives). And then the mc falls from the sky, the prof might assume you lost your clothes when traveling back in time but when given the uniform or the pouch idk, he then becomes surprised that the MC is like his assistant. He might go like "sigh my luck, now there's two of you!" in a mix of exasperation, and resignation or saying something like “First you, now this one!". After refusing to wear the entire uniform. But I don't know if this fits the prof character. Then again I'm not a writer and I don't want to make you rewrite a lot in case you're considering adapting the story for the npc. On 5/5/2025 at 3:00 AM, Catnatic said: You extract the game's RomFS files and have pkNX load the location that contains the RomFS folder. Thanks, I already added the intro casual and the modern top and bottom to the store and made them free (imagine charging for that lol). Do you know how to change the name of the catalog items? On 5/5/2025 at 3:00 AM, Catnatic said: Saltlapse mentioned that each footwear's TRMSH needs to be edited to increase its clipping sphere radius. I'm not exactly sure how that could be accomplished though. Maybe something to do with the mesh groups that are labelled "hide" or something like that. Thanks again, I fixed the clipping. The way you do it is converting the trmsh to json and editing the values and then converting the edited json back to binary trmsh. My previous message was deleted, I don't know why. I wrote part of my methods of what I had to do to mod the NPCs. Well at least you were able to save the picture as a reply. Edited May 10, 2025 by chamromppopo 1
chamromppopo Posted May 10, 2025 Posted May 10, 2025 (edited) I'm almost done with the mod, the only thing left is a glitch I'm facing with the surverycorp unifrom. I can't get the physics working correctly, I tried manualy adjusting the weights of the scarf but I'm pretty sure this is also a trskl issue with the animations and not a weight issue because the scarf spawns inside the chest and the lower end of the scarf (the tail end?) does not move. Weirdly enough I had no problems with NPC Rei's scarf. But once I figure out how to fix it that means that the first version of the mod will be ready to be released. If anyone knows how to fix this issue, or if you have any clue, feel free to reach out to me. I'll upload a picture of how it looks so far, I'll also censor it in case that's what got the other message deleted. Edited May 10, 2025 by chamromppopo 3
chamromppopo Posted May 10, 2025 Posted May 10, 2025 Not sure if I should also censor the yellow guy on the left 4
Boborialus Posted May 10, 2025 Posted May 10, 2025 (edited) What a shame that we can’t always have nice uncensored things on the internet nowadays. Got any butt pictures? Edited May 10, 2025 by Boborialus
Catnatic Posted May 10, 2025 Posted May 10, 2025 (edited) 4 hours ago, chamromppopo said: My previous message was deleted, I don't know why. I wrote part of my methods of what I had to do to mod the NPCs. Well at least you were able to save the picture as a reply. Well, that's just fucking horseshit. I'm sorry to hear that. Sadly, this isn't the first time it happened either and I know it won't be the last. The Sword & Shield thread had my mods and even troubleshooting guides removed because of the silent purging. At this point, we might as well archive these forum threads every day or at least after every recent activity since our posts could get suddenly removed without any given reason despite being constructive, productive, and related to the main topic. 3 hours ago, chamromppopo said: I'll upload a picture of how it looks so far, I'll also censor it in case that's what got the other message deleted. It's such a sad irony when having to censor the NSFW parts would make it less likely to get removed on a NSFW adult forum... Edited May 10, 2025 by Catnatic 1
chamromppopo Posted May 11, 2025 Posted May 11, 2025 (edited) I found out what's wrong with the survey corps outfit. In the base trskl IDs from 1 to 74 are assigned to the base skeleton file used by both main characters, IDs 75 to 125 are used on face bones, or the face trskl, IDs 126-147 are used by hair trskl and IDs from 148 onwards are for outfit skeleton, this is according to the original 3dsmax script that the blender script is based on. When exporting models, you have to choose one trskl and have the trmbf and trmsh generate based on the trskl chosen. The base skeleton provides all necessary bones needed for a basic model. Now the issue with the scarf lies with the physics of the scarf. The way that model import works is that once you generate the trmsh and trmbf based on the trskl that you used, the meshes will only end using the bones and the information from the trskl. Any additional rig_idx, skinning indexes used, bones, vertex groups come from another trskl that is specific to the outfit. For most outfits you can just use the normal base trskl because they don't have any extra bones compared to the base skeleton but for the survey corps outfit you have 7 extra bones, 2 of which are for the left and right sleeve respectively and the other five (root_parts, part_02, Part_02, part_03, and part_04) are for the scarf. The scarf is deformed mainly by the "root_parts" bone and this bone is parented by the "neck" bone. Now, when I export the model to the base trskl, the "root_parts" bones and the sleeve bones are deleted because the base trskl doesn't contain that information. And I can't import to the outfit trskl (p1_drs0001_00_default.trskl) because it only has 7 bones and it will deform the entire mesh to fit these 7 bones. I'm not 100% sure on how to fix this, but the issue lies in the trskl used to export the model and not the additional trskl of the outfit. I've tried editing the base trskl in blender to include all of the bones needed for the scarf and export the trskl but this method ends up ruining the values of the "rig_idx" and the "parent_idx" (Bone hierarchy / parenting). Additionally I've tried converting both to json and adding these additional bones to the base trskl manually but I'm not certain on which "rig_idx" corresponds to each of the 7 additional bones because in the survery corp outfit trskl the values of the "parent_idx" and "rig_idx" are reset and start from -1 and 0 respectively. I've also tried using NPC Rei's skeleton, because it has all of the necessary bones but this leaves us with a problem because along with the bones that are present in the base skeleton, the NPC skeleton also head, lod, and face bones in it and will end up distorting parts of the mesh. I'll see what I can do to solve this issue. If anyone has any idea about the proper way to add these extra bones to the base trskl let me know. I kinda get the idea that not many people know wtf is going on here, including me lol. But for those that have been helpful like @Catnatic, thank you This is a long shot but I'll try to get in touch with @Saltlapse by @ them to this comment and ask what trskl was used to export the survey corp outfit. Edited May 11, 2025 by chamromppopo typos 1
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