vork88 Posted October 22, 2023 Posted October 22, 2023 i just used the one i extract from the game this is the model i used if this is the one as for anna i just deleted all her body and left the boobs lol ariel model not edited.rar
vork88 Posted October 22, 2023 Posted October 22, 2023 since anna model here dont have texture for the boobs i dont know how to edit that anna model texture
Meekurukuru Posted October 22, 2023 Posted October 22, 2023 (edited) 44 minutes ago, vork88 said: since anna model here dont have texture for the boobs i dont know how to edit that anna model texture Here is a guide on how to edit the anna texture model or any texture too. 59 minutes ago, Meekurukuru said: > since anna model here dont have texture for the boobs i dont know how to edit that anna model texture How to add textures to merged objects: Reveal hidden contents 1. Select the model in "Object mode" 2. Switch to edit mode and select the area that doesn't have textures assigned (this is all assuming the object is already merged, if it is not, merged it first before continuing, to merge to objects, just press "CTRL" and "J") 3. With the area selected, go into the "Material" tab, then change the "Anna_cloth_001" material into the material_002 of the model you are using, in this case, "Ariel_002" (This is the same for other models, change that texture to the one from the model you are currently using) Now we only need to find the right place for the textures because it is using textures from the wrong place of the model 4. WIth the area selected in "Edit mode", press "UV" and then "Project from View" 5. Now it will have textures but all messed with the original model, so we just need to re-arrange them, select the mess of the textures and go into "UV Editing" and move them to the place where they should be, use the shorcuts "S" to scale down the textures, "G" to move the texture around the uv editing place. (If there is no texture on the UV Editing place, just go into this tab an change it to the one you got for that material, in this case Ariel_002) Now just edit it to your liking, I change it a bit to have another color on the tip of the nipple, and here is the final result: > at first i tried to just use normal inflate and sculpture work but it did not look good at all so i restarted it and was like screw it I noticed, if it works for you, then keep doing it the way you like doing it. There is no set in stone way to mod things, I just help by saying how I do it in my mods. It is not for everyone but it is more simple than merging models, that is for sure. > i just used the one i extract from the game this is the model i used if this is the one as for anna i just deleted all her body and left the boobs lol I see, that certainly is a way to do it, not the one I prefer but if it works, it works. Don't forget to use the "M" and "At center" technique to join meshes, here it is a bit off in your model. You can certainly see the changes from the first model you sent but it is an improvement from before nonetheless, that is for sure. Nice job Ariel Nude Blender Model for Disney Dreamlight Valley Ariel Nude Blender Model for DDV.rar 8.82 MB · 0 downloads Hope that helps. Edited October 22, 2023 by Meekurukuru edit: grammar 1
vork88 Posted October 22, 2023 Posted October 22, 2023 yeah some of the stuff when i used M did not match up right so i did it this way
vork88 Posted October 22, 2023 Posted October 22, 2023 ok ariel looing good some of the model looks weird on the side boobs dont know how to fix it right but it getting there
vork88 Posted October 22, 2023 Posted October 22, 2023 ok i did the best now only think i need to learn is smoothing the boobs Ariel.rar
Meekurukuru Posted October 22, 2023 Posted October 22, 2023 (edited) 5 hours ago, vork88 said: ok ariel looing good some of the model looks weird on the side boobs dont know how to fix it right but it getting there Good job > is there anyway to fix this? For sure, look below in the guide > ok i did the best now only think i need to learn is smoothing the boobs How to smooth any texture: (In this case boobs) Spoiler 1. Click on the model you want to smooth in "Object mode" 2. Go into "Edit mode" and select the are you want to smooth out with any tool you like, I used the circle select since you can delete the selection by holding "Ctrl" or keep adding to the selection by holding "Shift". Make sure pixel vertex is selected for the next step. 3. Delete the selection you made by pressing "X" > "Faces" 4. Select only 2 vertexes by holding "shift" to click on the other and press the "M" then "At center" to join them together smoothly Then repeat that for all the void you left deleting the other parts and this the final result, it looks miles better than before and it is pretty smooth: You need to do this for all the parts that look off, you can do it in 15 minutes more or less when you get the hang of it, good luck. Before and after using the "M" and "At center" I hope that helps. Edited October 22, 2023 by Meekurukuru edit: before and after 1
vork88 Posted October 22, 2023 Posted October 22, 2023 Ok thanks i have finish it and it looks good beside some textures but im not master in photoshop lol 1
Meekurukuru Posted October 22, 2023 Posted October 22, 2023 43 minutes ago, vork88 said: Ok thanks i have finish it and it looks good beside some textures but im not master in photoshop lol Great to hear it looks good now. You get better with time and practice too.
vork88 Posted October 22, 2023 Posted October 22, 2023 do i need to use Generate Mesh Component because unity dont have that for me
Meekurukuru Posted October 22, 2023 Posted October 22, 2023 (edited) 1 hour ago, vork88 said: do i need to use Generate Mesh Component because unity dont have that for me If you want your models to be viewable in-game, you need to generate a mesh that is usable in-game. You use he base file from the game as the base mesh and then you generate a new one using the one you edited in blender. If you don't have the mesh installed, here is the link On 1/9/2023 at 1:47 AM, Guest said: AssetStudio.net6.v0.16.47 https://github.com/Perfare/AssetStudio uabea_rel5_windows_x64 https://github.com/nesrak1/UABEA AssetBundles-Browser-1.7.0 https://github.com/Unity-Technologies/AssetBundles-Browser Skinned Mesh Renderer.cs https://discord.gg/kMYQvyGm3u (bdsp-general-modding) This is the part of the guide that teaches you how to use unity and the mesh renderer On 1/9/2023 at 1:47 AM, Guest said: Unity 2020.3.36f1 (64-bit)を起動するとUnity Hubが起動するので「New project」を選択 Launch Unity 2020.3.36f1 (64-bit) and select "New project" when Unity Hub starts. 3D Coreを選択してCreate projectを選択 Select 3D Core and choose Create project Assetsフォルダーで右クリックして、新しくフォルダーを3つ作成します Right-click in the Assets folder and create three new folders 新しく作成したフォルダー名をそれぞれEditor、Prefab、Exportに変更します Rename the newly created folders to Editor, Prefab, and Export, respectively Editorフォルダーを右クリックでimport new assetを選択し、Skinned Mesh Renderer.csをインポートします Right-click on the Editor folder and select import new asset to import Skinned Mesh Renderer.cs インポートに成功したら画像の位置にToolタブが追加されています If the import is successful, a Tool tab will be added to the image location Windows → Package Managerを選択 Select Windows → Package Manager 左上にある+ボタンをクリックしadd package from diskを選択します Click the + button in the upper left corner and select "add package from disk AssetBundles-Browser-1.7.0のpackage.jsonを選択します Select the AssetBundles-Browser-1.7.0 package.json Asset Bundles Browserが追加されたことを確認して下さい Make sure the Asset Bundles Browser has been added Assetsフォルダーを右クリックしてimport new assetを選択 Right-click on the Assets folder and select import new asset オリジナルのFBXファイル(今回は制服のモデルなのでmod_cstm_31_sayo_20.fbx)をインポートします Import the original FBX file (mod_cstm_31_sayo_20.fbx since this is a uniform model) 同様の手順で、blenderで編集したFBX(今回は先ほど保存したsayo_20.fbx)をインポートします Using the same procedure, import the FBX edited in blender (in this case, sayo_20.fbx saved earlier) インポートした2つのモデルを画像の領域にドラッグ&ドロップします Drag and drop the two imported models onto the image area 今度はD&Dした2つのファイルをPrefabフォルダーにD&Dします Now D&D the two files you D&D into the Prefab folder 画像のような確認画面が表示されるので、2つともOriginal Prefabを選択して下さい When the confirmation screen as shown in the image appears, select Original Prefab for both. 自分で作成したモデル(sayo_20)を選択し、Open Prefabを選択します Select the model you created (sayo_20) and choose Open Prefab Toolタブのgenerate skinned mesh componentを選択します Select generate skinned mesh component in the Tool tab Base Mesh項目でオリジナルの方のMesh_Skinを選択します (名前が同じなのでわかりにくいですが、上がオリジナルです) Select the original Mesh_Skin in the Base Mesh item. (It's hard to tell because the names are the same, but the top one is the original.) Componentsを1にし、Elementに作成した方のMesh_Skin(下の方)を選択します Set Components to 1 and select Mesh_Skin (below) for the one created in Element. Generateボタンで保存します Save with Generate button Mesh_Cstmも同様の手順で保存します Save Mesh_Cstm in the same way Exportフォルダーを開き、Mesh_Skinを選択し、右下の赤枠部分にファイル名を入力します(説明ではMesh_Skinと入力) Open the Export folder, select Mesh_Skin, and enter the file name in the red box in the lower right corner (in the explanation, enter Mesh_Skin) 同様の手順でMesh_Cstmも名前を入力します(説明ではMesh_Cstmとしました) Enter a name for Mesh_Cstm following the same procedure (in the description, we used Mesh_Cstm). windowタブのassetbundle browserを選択します Select the assetbundle browser on the window tab mesh_skinを選択し、Buildを選択します (今回の様にメッシュが複数ある場合は一番したのメッシュを選択すると一括で出力できるようです) Select mesh_skin and choose Build (If you have multiple meshes like in this case, you can output them all at once by selecting the mesh at the bottom.) Browseで保存先を決めて、Buildで保存(出力)します (説明ではデフォルトのまま保存しています;) Browse to save the file and Build to save (output). (In the explanation, the default is used.) デフォルトのまま保存した場合、C:\Users\ユーザー名\My project\AssetBundles\StandaloneWindowsに保存されます If you save as default, it will be saved in C:\Users\username\My project\AssetBundles\StandaloneWindows uabea_rel5_windows_x64を起動し、先ほど保存したファイルをロードします(説明では、まずMesh_Skinをロード) Start uabea_rel5_windows_x64 and load the file you just saved (in the description, load Mesh_Skin first) 表示されるmessage boxでMemoryを選択し、infoを選択します In the message box that appears, select Memory and then info Mesh_skinを選択し、Export Rawで保存します (保存時のファイル名はそのままで良いです) Select Mesh_skin and save it with Export Raw (You can leave the file name as it is when you save the file.) 同様の手順でMesh_Cstmをロードし、保存します Follow the same procedure to load and save Mesh_Cstm 更に同様の手順でインポート先となるオリジナルのbundleファイルをロードします (今回は制服の改造なのでduplicateassetisolation2_assets_assets_app_rawdata_characters_models_mod_cstm_31_sayo_20.fbx.bundle) Load the original bundle file to be imported in the same way. (In this case, since this is a uniform modification, duplicateassetisolation2_assets_assets_app_rawdata_characters_models_mod_cstm_31_sayo_20.fbx.bundle) メッシュを探しやすいようにTypeタブでソートします Sort by Type tab to make it easier to find meshes メッシュファイルを見つけます Locate the mesh file Mesh_Skinを選択し、Import Rawを選択 Select Mesh_Skin and choose Import Raw uabea_rel5_windows_x64でエクスポートしたMesh_Skinのdatファイルを選択します Select the Mesh_Skin dat file exported by uabea_rel5_windows_x64 同様の手順でuabea_rel5_windows_x64でエクスポートしたMesh_Cstmのdatファイルをインポートします (インポートしたファイルには印がついています) Import the Mesh_Cstm dat file exported by uabea_rel5_windows_x64 using the same procedure (Imported files are marked) セーブしてAssets info画面を閉じます Save and close the Assets info screen セーブで.bundleファイルを作成します (オリジナルと同じファイル名で保存する場合は、オリジナルを上書きしないように気をつけてください) Create a .bundle file with the save (If saving with the same file name as the original, be careful not to overwrite the original) There is a guide for this game, but this one is the one I am currently using for modding other unity games. I hope that helps. > yeah im too tired and i spend hours on the model can i just place the model in the tread and have anyone else make the mod? Take your time while modding, also good luck. Edited October 22, 2023 by Meekurukuru edit: links
vork88 Posted October 22, 2023 Posted October 22, 2023 (edited) yeah im too tired and i spend hours on the model can i just place the model in the tread and have anyone else make the mod? Edited October 22, 2023 by vork88
vork88 Posted October 22, 2023 Posted October 22, 2023 ok here is the fbx model of ariel i finish please use her to mod ariel in the game ariel finish.rar
kingrfisher13 Posted October 22, 2023 Posted October 22, 2023 (edited) I take it this game is a dud for nude/curvy mods, then? Edited October 22, 2023 by kingrfisher13
vork88 Posted October 22, 2023 Posted October 22, 2023 17 minutes ago, kingrfisher13 said: I take it this game is a dud for nude/curvy mods, then? there is a mod for one character and i just made one for ariel just need to get it modded in the game
vork88 Posted October 23, 2023 Posted October 23, 2023 (edited) when i move the mesh generated model into unity and it the pink model do i fix the angle it at or rotate it to make the model stand up? and do i delete the other models? Edited October 23, 2023 by vork88
vork88 Posted October 23, 2023 Posted October 23, 2023 (edited) ok now im getting a error in unity my edit model mesh cant be place over the original mesh model in unity it gives me a keynotfoundexception error Edited October 23, 2023 by vork88
Meekurukuru Posted October 24, 2023 Posted October 24, 2023 On 10/22/2023 at 10:35 PM, vork88 said: when i move the mesh generated model into unity and it the pink model do i fix the angle it at or rotate it to make the model stand up? and do i delete the other models? You need to import it from blender with the correct direction, each game has their own direction for the models. That said, I don't know which direction this game uses for the models since I don't have this game. If it helps, here is the export settings I use when making mods in another game in Unity, it might help? > and do i delete the other models? When making models, try to have only 1 model in the scene collection in order to avoid errors > keynotfoundexception error That error is related with the skinmeshrenderer. It is most likely that an imported model is in the wrong place or the model itself has a problem. Try to read the modding guide again for this game, follow each step carefully On 5/25/2023 at 11:13 AM, ZenithMob said: How to Mod Disney Dreamlight Valley (Unity game) This tutorial is meant for experienced modders who understand how to do 3D modelling, because the tutorial assumes that you already know how to edit mesh, weights, UV map, textures and know what are armature/bones. Tools that you need: AssetStudio (latest version)- Export mesh in .fbx and textures. Also used for previewing mesh and textures. https://github.com/Perfare/AssetStudio UABEA (latest release version - nightly build) - Import/export dumps to repack the game files. https://github.com/nesrak1/UABEA Skinned Mesh Renderer.cs (latest script that works from GameBanana. If you have the script from Pokemon discord, please replace with this version instead). Should work unless the game uses very old Unity engine (Unity 2017 and older probably). Right-click the link > Save Link as > save the file as “Skinned Mesh Renderer.cs” . https://pastebin.com/raw/srPr2cxd Unity engine (to build your mesh) – You have 2 options to find the unity version. 1) From the .exe file, right click properties > Details, but this may be inaccurate sometimes. 2) Find any .assets file, open with notepad++ > check first line. Then get the unity engine from unity hub. In this case, the unity version is 2020.3.36f1, so you’ll have to download 2020.3.36 Unity engine. Step 1: Setting up the Unity project Reveal hidden contents Name your Unity project with whatever name you like. Select 3D Core and then create project. In the top left, you see your scene hierarchy, and you may get rid of the 2 objects if you want. Next, right-click anywhere inside the space under Assets at the bottom > Create > Folder, then create two folders called “EDITOR” and “EXPORT”. Double-click to navigate inside the EDITOR folder. Next, right-click inside the space in EDITOR folder > Import new Asset, browse to your Skinned Mesh Renderer.cs and click Import. Notice that you now have a new menu called “Tool” for skinned mesh component. Your Unity project is now setup. Step 2: Find and extract game assets Reveal hidden contents Run AssetStudioGUI.exe to open AssetStudioGUI. Click on Options > Specify Unity version > type “2020.3.36f1” (because this game requires the Unity version to be specified before you can extract the files). Click on Options > Export options. Now check that your export options are set this way. Now you have 2 options to see the assets, either you use File > Load file (if you know exactly where your asset is) or you use File > Load Package on …StreamingAssets\aa\win folder to see all assets. In this tutorial, we will focus on modding Anna (NPC character) and I happens to already know where the file is, so I will use File > Load file on …\StreamingAssets\aa\win\character-visual_assets_assets\ anna_b4a75a478a548be76d48d7159dfd84c2.bundle. Looking through the list of “Mesh” type, it is easy to spot that “anna_travel_lod0” is the mesh that I would like to mod. You can also click on anna_travel_lod0 to preview it. To extract the model, right click on “anna_travel_lod0” > Click on “Go to scene hierarchy”. In the next screenshot, you’ll set a bunch of object names. Now, we need to make a guess on which checkbox to tick before we extract the model, because we don’t want to extract too many files, which would be confusing. “anna_travel” looks quite logical to extract the Anna character model from, so we ticked the checkbox there. Well, main thing is that we want the “root” which is the armature and the mesh which is anna_travel_lod0 to be part of the whole object that we extract. Click on Model > Click on Export selected objects (split) to export to a folder. Your folder will contain a .fbx file and its related textures (if any). Go back to AssetStudioGUI > click on Asset List, so that we can write down PathID values. PathID values are very useful to locate your assets like mesh/texture inside the files quickly. Right click on your mesh (anna_travel_lod0) at where the PathID column is > click on Copy text. Create a new .txt file somewhere in your pc and paste the value. In above screenshot (where we extracted the model files earlier), we know that the texture files are Anna_diff.png, Anna_maps.png and Anna_nm.png. Scrolling down the list in AssetStudioGUI, we can also see the PathID of the 3 texture files. Copy down the PathIDs of the 3 texture files in a .txt file if you want. If you need to know what file to repack to, go to AssetGui > right click on the mesh/texture > Show original file. Based on the PathIDs you copied, your .txt file may look like this. You can close the AssetStudioGUI. Step 3: Editing the character model Reveal hidden contents I use Blender for 3D modelling, so this tutorial is based on Blender. In a new Blender project, use File > Import > FBX (.fbx) You can use the following import options when importing the fbx file. Looking at the bones, the body mesh is aligned quite nicely with the bones. Sometimes, the mesh may not be aligned with the bones and they may be far apart. Which means you need to align the mesh back to the bones by changing XYZ position and XYZ rotation (just do not apply transform after changing the coordinates and rotation angles). In this case, the bones are already aligned to the body mesh, so we don’t need to change XYZ location and rotation. Notice that the bones are very misaligned on the face mesh, but since we are not changing the face mesh, it does not matter and we can ignore this part. Now make your edits. I fast-forward the edit part because this tutorial is more for how to repack the mod. Click on “Collection” folder to allow the folder to become active collection. Click on File > Export > FBX (.fbx). You can use the following FBX export options. Ensure that your exported fbx name is the same as the original fbx name, which is anna_travel.fbx in this case. The options for FBX export are practically the same as what you can use for Unreal Engine modding. Step 4: Building the mesh assets using Unity Engine Reveal hidden contents In your Unity project, drag and drop both your original fbx and custom fbx files from your pc’s directories into your “Assets” workspace. In other guides, they mentioned that if you click on the fbx model in the Assets workspace, then Convert Units and Read/Write Enabled would both need to be toggled in reverse. But in this game, there is no need to do anything for this part as it works fine without toggling them. So, just leave it as default. Drag both original and custom fbx models from Assets workspace into the game scene. Notice that the left hand side’s scene hierarchy contains anna_travel 1 and anna_travel objects after you dragged the 2 fbx models into the game scene. Click on Tool > Mesh > Generate Mesh Component. At the Base Mesh, click on the circle icon to select a base mesh. You need to select the original fbx model as the base mesh. Looking at the scene hierarchy at the left, anna_travel is my original fbx model (position at the bottom) but anna_travel 1 is my custom fbx model (positioned at the top of the hierarchy). Therefore, when you choose Base Mesh, you click on the bottom “anna_travel_lod0” because the scene hierarchy tells us that the original fbx model is at the bottom position. Expand “Components”. In Element 0, choose the custom fbx model by clicking on the top “anna_travel_lod0”. Click on Generate. Notice that Assets > EXPORT folder now has a new mesh. Drag the new mesh into the game scene and you’lll get anna_travel_lod0 in the scene hierarchy. Delete the template fbx models in the scene hierarchy, leaving only anna_travel_lod0 (new mesh). Ctrl + S to save the project. Click on File > Build Settings. Click on Build and save your project files to a folder in your pc. Navigate into your Data folder, which is “My project for Disney_Data” in this case. The custom mesh is inside the sharedassets0.assets. You may close the Unity Engine project. Step 5: Repacking the game assets using UABEA Reveal hidden contents Understand that there are two types of Unity Asset Bundle Extractor, UABE and UABEA. Do not use UABE, use UABEA instead. Run UABEAvalonia.exe and open UABEA. Let’s call this UI as the main menu for simplicity. Click on File > Open > Navigate to your sharedassets0.assets where you build your custom mesh using Unity Engine earlier. You will see a “Assets Info” popup. Recall that our custom mesh is named “anna_travel_lod0” in the Unity Engine. Therefore, we click on anna_travel_lod0 > Export Dump. Ensure your select the file type as “UABEA json dump (.json)”. Save the custom mesh JSON dump somewhere in your pc. Close the “Assets Info” popup. Recall that you saved a .txt file with the PathID info earlier? Now you can start to refer to it. In the UABEA main menu, click on File > Open > Nagivate to your original game .bundle file (we already wrote down the bundle name, so it is easy to remember which file it is) and open it. Now you see a popup message which states that the bundle is compressed. Click on Memory for decompression. You now have some data loaded to UABEA. Click on Info to show the Assets Info popup. Click on View > Go to asset. Enter the Path ID of the original game mesh, which we wrote down in .txt file as 63314881225579444 earlier. We have navigated directly to the mesh. Click on Export Dump. Same as before, ensure you are saving as JSON dump. You may rename this JSON file with -original at the back, so that it is easier to remember that this is JSON dump of the original mesh. Using Notepad++, open the two JSON dump files that you exported. In the original dump json, Ctrl+F to search for “m_BoneNameHashes”. Copy the whole data from curly bracket { onwards till the } curly bracket. Go to your custom mesh json file, search for “m_BoneNameHashes”. Replace the whole data { } data from original mesh JSON to the custom mesh JSON. Repeat the same for m_RootBoneNameHash. Go back to your “Assets Info” popup from UABEA for the original mesh. Click on Import Dump. Ensure that you click on “UABEA json dump (.json). Navigate to your modified custom mesh json (you modified it to add the missing bone data in notepad++ just now). Import the json dump by clicking Open. Since I also modified the diffuse texture map file, I refer to the .txt file and checked that the PathID is 8795829544577487163. So I navigated to the diffuse texture by using the PathID. Click on Plugins > Edit texture. I have no idea how the options work, so you can trial and errors and see what the other options do. But these options work for me. Click on Load and find your modified texture file to load it. Then click on Save. In the Assets Info popup, click on Save as. It will tell you that the file (in memory) is saved. Click on OK. Close the Assets Info popup only. In UABEA main menu, notice that there is a * at the end which indicates that the file is modified but not saved. Click on File > Save as. Write the File name as the original bundle name, which I happened to have copied the bundle in my .txt file earlier, so I just copy paste it. Save the bundle file. You may now close UABEA. Good luck.
vork88 Posted October 26, 2023 Posted October 26, 2023 On 10/24/2023 at 4:51 AM, Meekurukuru said: You need to import it from blender with the correct direction, each game has their own direction for the models. That said, I don't know which direction this game uses for the models since I don't have this game. If it helps, here is the export settings I use when making mods in another game in Unity, it might help? > and do i delete the other models? When making models, try to have only 1 model in the scene collection in order to avoid errors > keynotfoundexception error That error is related with the skinmeshrenderer. It is most likely that an imported model is in the wrong place or the model itself has a problem. Try to read the modding guide again for this game, follow each step carefully Good luck. i fallowed that guide and it kept on giving me keynotfoundexception error i even gone back and re did the export again just incase and still the error is the same
Guest Posted October 26, 2023 Posted October 26, 2023 Did you used the Skinned Mesh Renderer.cs from my guide or from Pokemon discord (a.k.a bdsp-general-modding section of the Pokemon discord)? Re-download the tools from my guide first and retry from the beginning. You could also just do simple edit in Blender such as the one I did in page 2 (just remove mesh only) for your first mod test before you try your actual mod. The keynotfoundexception error could be a sign that you transferred bone weights (vertex groups) the wrong way to your custom mesh.
vork88 Posted October 27, 2023 Posted October 27, 2023 15 hours ago, ZenithMob said: Did you used the Skinned Mesh Renderer.cs from my guide or from Pokemon discord (a.k.a bdsp-general-modding section of the Pokemon discord)? Re-download the tools from my guide first and retry from the beginning. You could also just do simple edit in Blender such as the one I did in page 2 (just remove mesh only) for your first mod test before you try your actual mod. The keynotfoundexception error could be a sign that you transferred bone weights (vertex groups) the wrong way to your custom mesh. the one from the pokemon discord that Meekurukuru shared 1
vork88 Posted October 30, 2023 Posted October 30, 2023 ok i fallowed the guide and for some reason there no animations now i give up
Guest Posted October 30, 2023 Posted October 30, 2023 (edited) As I thought, the bone weights/vertex groups are not transferred correctly to your custom mesh, which is why the animations are affected. Well, at least your mod made it into the game, and that is good progress already. If you feel like continuing, you can upload both the original fbx file that was extracted from AssetStudioGui and also your custom fbx file that was exported from Blender. I can take a look at it. Edited October 30, 2023 by ZenithMob
vork88 Posted October 30, 2023 Posted October 30, 2023 8 hours ago, ZenithMob said: As I thought, the bone weights/vertex groups are not transferred correctly to your custom mesh, which is why the animations are affected. Well, at least your mod made it into the game, and that is good progress already. If you feel like continuing, you can upload both the original fbx file that was extracted from AssetStudioGui and also your custom fbx file that was exported from Blender. I can take a look at it. but i used the original model with the original bones too since i redid model and made the did not mess with the bones an did the import and export right ok here is both models i redid the none edited one again to make sure it looks good and made it into the edited one i tried to upload into the game did not mess with any bones at all fallowed the steps Ariel mermaid edited .rar ariel model not edited.rar
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