Guest Posted October 31, 2023 Posted October 31, 2023 (edited) Firstly, import the original Ariel fbx import in Blender and look at the scene hierarchy at top right:  Compare the above to your custom fbx's scene hierarchy:  The rule of thumb is this - always let the scene hierarchy remains as it is, meaning do not rename anything and also do not re-arrange anything in the scene hierarchy. In this case, the scene hierarchy has been re-arranged, which is not good.  Click on the mesh (orange triangle icon) > look at the bottom part, click on the Data tab (green triangle). Notice that the vertex groups (bone weights) are lost as well due to re-arrangement of the scene hierarchy , which leads to no animation in-game. It is a coincidence that part of the modding process requires the UV maps to contain only UV0 (UV0 is for your texture edits) before joining mesh, which is good since it is done.  So basically, both the scene hierarchy and the vertex groups need to be fixed. I can give you advice on these. Here's how it can be done:  Fixing scene hierarchy and reuse edited mesh (because it is a waste to discard the edited mesh) Spoiler 1. Placing the edited mesh into a new collection. In your Blender project with your custom mesh, click on "Scene Collection" in the scene hierarchy, then right-click and choose "New Collection". Click on "Collection 2" and double-click it to rename it as "Ariel's mesh for reuse". Click on your mesh "ariel_mermaid_lod.001", press Ctrl + C to copy the mesh object. Then click on "Ariel's mesh for reuse" collection folder and press Ctrl + V to paste the mesh object. Notice that your new collection folder now contains "ariel_mermaid_lod.001" mesh object. Now save your Blender project (I saved as "Ariel mesh reuse.blend" in this case).  2. Using edited mesh in new Blender project. Create a new Blender project and import your original Ariel fbx file as seen above. Copy "ariel_mermaid_lod0" mesh object and paste it into a new collection called "Ariel weight reference". Click on the eye icon on the far right of "Ariel weight reference" collection to hide it from view.  Click on "Scene Collection" to highlight it.   Click on File > Append.  Navigate to your previous Blender file in step 1 and double click it.  Now double click on Collection.  We named the collection as "Ariel's mesh for reuse" in previous Blender project earlier, so double click on it.  Notice that your scene hierarchy has appended your edited mesh. Now we can start to reuse the edited mesh in correct scene hierarchy. Click on the eye icon to hide the appended collection for now.  3. Swapping out the original model with the edited model.  Click on your original mesh in Edit Mode. Press A, then press X, delete using Faces. This will get rid of all meshes. Notice that only the bones remain and your mesh object "ariel_mermaid_lod0" still exists.  Press Tab to go back to Object Mode (observe the mode at top left).  Unhide the "Ariel's mesh for reuse" collection by clicking on the eye icon. Click on"ariel_mermaid_lod0.002" mesh object to highlight it, then press Ctrl + click on "ariel_mermaid_lod0" mesh object. If you Ctrl + click correctly, the text colors will be orange and red at the correct positions.   Press Ctrl + J to join your custom mesh. Now your scene hierarchy is fixed and also contains your edited mesh.  The scene scene hierarchy is fixed, but since we used join mesh technique, the bone weights will be wrong, so we need to transfer the bone weights from "Ariel weight reference" collection which contains the correct bone weights.  Bone weight transfers  Spoiler 1. Get rid of all vertex groups. Click on your mesh > Click on Data tab > Vertex groups > Click on the drop arrow > Click on Delete All Groups. The vertex groups are now empty.  2. Transfer bone weights from original model into custom model. Unhide your "Ariel weight reference" collection by clicking on the eye icon. Click on "ariel_mermaid_lod0.001" (the original mesh) and then Ctrl + click on "ariel_mermaid_lod0" (your custom mesh). Ensure that the highlighted colors are correct as seen in the screenshot.  Change the Object Mode into Weight Paint in the top left.  Click on Weights tab > Transfer Weights.  In the bottom left, click on Transfer Mesh Data tab, then you can configure the options as seen above. After configuring, your bone weights are now transferred.  Change back to Object Mode, hide the "Ariel weight reference" collection. Deselect the mesh by clicking on an empty space.  Select the mesh and go to Weight Paint mode.  Click on Weights tab > Normalize All. Now the bone weights are done correctly, but in basic way.  The guide above is for basic bone weight transfer, which affect animations of each body part. Usually you'll also need to learn weight painting to make each body parts animate better, but since you only edited the boobs part, you probably don't really need manual bone weight adjustment since it is just a small custom edit.  Good luck.  Spoiler Temp pictures. Getting rid of this part later.   Edited October 31, 2023 by ZenithMob
vork88 Posted October 31, 2023 Posted October 31, 2023 Can you put weight on the boobs and make them bounce without the bone in them?
vork88 Posted October 31, 2023 Posted October 31, 2023 ok i followed the guide and there still no animationsÂ
vork88 Posted October 31, 2023 Posted October 31, 2023 im back to giving up again if you want to use it to finish it be my guestÂ
Meekurukuru Posted October 31, 2023 Posted October 31, 2023 (edited) @vork88 > im back to giving up again if you want to use it to finish it be my guest  > the one from the pokemon discord that Meekurukuru shared They should be the same mesh generator, but just in case download the one from the thread for this game. It should work in both cases  Also when mentioning someone in a thread, put "@namehere" so they can receive a notification instead of linking their page as a link, that always helps. Example: @vork88 instead of vork88   @ZenithMob Excellent guide as usual, it is pretty in-depth and insightful but it is a bit hard to follow since the subject itself is one of the most difficult to tackle in modding, so don't worry about it. I am currently writing a guide on how to mod unity games (more specifically the Neptunia ones but it works on others too) and importing meshes from another model and weights into a model is one of the hardest thing to do at least for modding in my case. Editing textures or sculpting meshes is way easier than that.  > The keynotfoundexception error could be a sign that you transferred bone weights (vertex groups) the wrong way to your custom mesh. > As I thought, the bone weights/vertex groups are not transferred correctly to your custom mesh, which is why the animations are affected. Indeed, that seems to be the case. Also some data from the vertex might be missing from the other mesh  My 2 cents regarding that error from the model: If I had that problem modding that model, I much rather work with the base model and just do the modeling on said model, in order to avoid any problem with the meshes and weights.  I know that the boobs from the other model look good and well modeled but just to avoid problems with meshes, weights, data, armature and bones, it is just better to do your own boobs in 3D, it is way better to sculpt them yourself. It is totally doable, and base sizes from the model are not a limitation, you can get any shape or form on blender. You can even make the most flat character into the thickest character you can ever think of. Here is an example of a flat character changed with just sculpting and no need of other meshes. Before  After  Both side by side:  That is the most reliable way get mods working, since importing the same model in-game is doable and tested to work with the guide from this thread. Just edit it a bit to be nude by changing the textures and sculping the areas you want to be bigger like the boobs and that way you have a guarantee that the model will work on unity without any errors due to being the same base model with just some sculpt edits.  I know it is hard to don't use those models you worked so hard on but I think that is the best way course of action to get them working in-game. You can save those for later use if you want and the techniques you learned along the way are always useful in the long run when modding.  I hope that helps.  Edited October 31, 2023 by Meekurukuru edit: never give up
vork88 Posted November 1, 2023 Posted November 1, 2023 On 10/31/2023 at 4:27 AM, Meekurukuru said: @vork88 > im back to giving up again if you want to use it to finish it be my guest  > the one from the pokemon discord that Meekurukuru shared They should be the same mesh generator, but just in case download the one from the thread for this game. It should work in both cases  Also when mentioning someone in a thread, put "@namehere" so they can receive a notification instead of linking their page as a link, that always helps. Example: @vork88 instead of vork88   @ZenithMob Excellent guide as usual, it is pretty in-depth and insightful but it is a bit hard to follow since the subject itself is one of the most difficult to tackle in modding, so don't worry about it. I am currently writing a guide on how to mod unity games (more specifically the Neptunia ones but it works on others too) and importing meshes from another model and weights into a model is one of the hardest thing to do at least for modding in my case. Editing textures or sculpting meshes is way easier than that.  > The keynotfoundexception error could be a sign that you transferred bone weights (vertex groups) the wrong way to your custom mesh. > As I thought, the bone weights/vertex groups are not transferred correctly to your custom mesh, which is why the animations are affected. Indeed, that seems to be the case. Also some data from the vertex might be missing from the other mesh  My 2 cents regarding that error from the model: If I had that problem modding that model, I much rather work with the base model and just do the modeling on said model, in order to avoid any problem with the meshes and weights.  I know that the boobs from the other model look good and well modeled but just to avoid problems with meshes, weights, data, armature and bones, it is just better to do your own boobs in 3D, it is way better to sculpt them yourself. It is totally doable, and base sizes from the model are not a limitation, you can get any shape or form on blender. You can even make the most flat character into the thickest character you can ever think of. Here is an example of a flat character changed with just sculpting and no need of other meshes. Before  After  Both side by side:  That is the most reliable way get mods working, since importing the same model in-game is doable and tested to work with the guide from this thread. Just edit it a bit to be nude by changing the textures and sculping the areas you want to be bigger like the boobs and that way you have a guarantee that the model will work on unity without any errors due to being the same base model with just some sculpt edits.  I know it is hard to don't use those models you worked so hard on but I think that is the best way course of action to get them working in-game. You can save those for later use if you want and the techniques you learned along the way are always useful in the long run when modding.  I hope that helps.  i treid to copy your name and it showed up as a link lol 1
Meekurukuru Posted November 4, 2023 Posted November 4, 2023 (edited) On 11/1/2023 at 3:34 PM, vork88 said: i treid to copy your name and it showed up as a link lol That happens when you copy and paste the username. In order to mention someone, you need to type "@" then just the initials of the username in my case "mee" and it should autocomplete itself @Meekurukuru  Also, did you had any luck porting the Ariel model into the game?  Edited November 4, 2023 by Meekurukuru edit: grammar
vork88 Posted November 4, 2023 Posted November 4, 2023 12 hours ago, Meekurukuru said: That happens when you copy and paste the username. In order to mention someone, you need to type "@" then just the initials of the username in my case "mee" and it should autocomplete itself @Meekurukuru  Also, did you had any luck porting the Ariel model into the game?  beside the no animation even after using @ZenithMob guide it still dont animate so i gave up if you all want to finish it and get the animations to work be my guestÂ
Meekurukuru Posted November 5, 2023 Posted November 5, 2023 (edited) 3 hours ago, vork88 said: beside the no animation even after using @ZenithMob guide it still dont animate so i gave up if you all want to finish it and get the animations to work be my guest That is sad to hear, but at least you tried! I can't finish it because I don't have the game to begin with, but I wish good luck onto anyone who wants to try modding it. Edited November 5, 2023 by Meekurukuru edit: gif
vork88 Posted November 5, 2023 Posted November 5, 2023 19 hours ago, Meekurukuru said: That is sad to hear, but at least you tried! I can't finish it because I don't have the game to begin with, but I wish good luck onto anyone who wants to try modding it. its free on gamepass so thats how i have itÂ
dragonuff Posted December 15, 2024 Posted December 15, 2024 I would love if someone could make a mod that puts Moana, Ariel, Anna, Elsa, Mother Gothel, Rapunzel,Mirabel, Belle, Tiana , Salley, Mulan,and Merida in some slutty or skimpy outfitsÂ
vork88 Posted December 15, 2024 Posted December 15, 2024 all i know if the game dev updated the unity so i have no idea how to get the files fully Â
WizardBoy16 Posted March 3, 2025 Posted March 3, 2025 Thank you for the modding guide! I managed to figure out how everything works (i am not skilled at all in this stuff with modding) But i'm only having difficulty figuring out why the model is so glossy ;( like i've tried a lot of things to fix it but i just can't figure it out! if anyone can help, i can send my files!!! 2
Kaepow Posted March 4, 2025 Posted March 4, 2025 On 3/3/2025 at 4:37 AM, WizardBoy16 said: Thank you for the modding guide! I managed to figure out how everything works (i am not skilled at all in this stuff with modding) But i'm only having difficulty figuring out why the model is so glossy ;( like i've tried a lot of things to fix it but i just can't figure it out! if anyone can help, i can send my files!!! Nice I am thinking about playing this game again soon. I am looking forward to female nude mod
dragonuff Posted April 16, 2025 Posted April 16, 2025 I wish we could get some nude or skimpy outfit mods for all the disney girls in this game if anyone has some let me know
Evolver1709 Posted October 18, 2025 Posted October 18, 2025 On 4/17/2025 at 12:35 AM, dragonuff said: I wish we could get some nude or skimpy outfit mods for all the disney girls in this game if anyone has some let me know I don't think anyone is working on mods for Disney DV anymore...
Zakeriel Posted December 22, 2025 Posted December 22, 2025 Very doubt for positive answer, but is someone was able to take off shirt from character? I would love to run around barechested, but game wont allow... ANd what more insulting - mannequins have proper bare upperbody....
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