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Fire Emblem Engage (Switch)


DORODERE

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Posted
30 minutes ago, Zero5 said:

here is a mesh for yunaka,  a bikini style cut from her own body suit, and a capeless pant/tank style again, working on a tiara for lapis which gives her horns

Yunaka.rar 479.91 kB · 1 download

could you share a screenshot of the designs you make for these? I'd like to see a preview before downloading it to move around some mods just to see it in action.

Posted (edited)

i'd love to be able to put ingame but  trying to get the bundle to rebuild has me pulling hair outand i couldnt find a tutorial that was dumbed down for my level to even understand, so at best i can rip mesh and edit them, delete parts or add parts thats bout it, ?

 

 

eventually though my understanding is uabe, will have the feature where you wont have to play with unity and will be able to do a direct mesh/texture swap assuming coordinates and scale dont change, will make my life easy at that point lol

 

Edited by Zero5
Posted
3 hours ago, GLBlackFire said:

really good work! but it works only with the standard outfits and the engage forms?

For now but after I finish engage forms and release the new version I will be working on promoted classes and all other playable classes

Posted (edited)
2 hours ago, Zero5 said:

Obligitury here you are hope this helps :)

horn.jpg

lapis1.jpg

lapis2.jpg

yunaka1.jpg

yunaka2.jpg

You don't rebuild the bundle at all you use blender to edit then save the blend file you have to export EACH section like ubody_blahblah to its own fbx open unity import the edited fbxs and import the original fbx of the character/body you want to swap duplicate the dress and skin entries of the original fbx use the skinned mesh tool place the original model dress in the first box your edited one in the second box do the same with the skin if you edited it then delete your edited model from the scene go to export folder rename each to what you can remember click on the duplicated dress entry drag your edited dress from the export folder to the box on the right side that has the name of the mesh in it do the same with the skin build the project make sure the active scene is clicked build the project then go to the built folder use uabea to open the shared assets folder and export the original dress and edited dress as well as the original skin and edited skin as Jsons with json editor or text editor replace edited dress name with original dress name in the edited dress etc json the do the same with the bone hash and bone hash name it's going to be alot of numbers then one number below it then save then open the original dumped model bundle and import each json to its designated dress and skin then replace textures save close then save the bundle itself somewhere then make your mod folder with correct structure then place the saved file. Keep in mind this is tedious but the only way atm

Edited by Zero_Fucks_Given
Posted
4 hours ago, Zero_Fucks_Given said:

For now but after I finish engage forms and release the new version I will be working on promoted classes and all other playable classes

sounds cool, can't wait for it. you do great work

Posted
15 hours ago, Zero_Fucks_Given said:

You don't rebuild the bundle at all you use blender to edit then save the blend file you have to export EACH section like ubody_blahblah to its own fbx open unity import the edited fbxs and import the original fbx of the character/body you want to swap duplicate the dress and skin entries of the original fbx use the skinned mesh tool place the original model dress in the first box your edited one in the second box do the same with the skin if you edited it then delete your edited model from the scene go to export folder rename each to what you can remember click on the duplicated dress entry drag your edited dress from the export folder to the box on the right side that has the name of the mesh in it do the same with the skin build the project make sure the active scene is clicked build the project then go to the built folder use uabea to open the shared assets folder and export the original dress and edited dress as well as the original skin and edited skin as Jsons with json editor or text editor replace edited dress name with original dress name in the edited dress etc json the do the same with the bone hash and bone hash name it's going to be alot of numbers then one number below it then save then open the original dumped model bundle and import each json to its designated dress and skin then replace textures save close then save the bundle itself somewhere then make your mod folder with correct structure then place the saved file. Keep in mind this is tedious but the only way atm

 

First off, thank you @Zero_Fucks_Given for your amazing work and progress! You've certainly been an inspiration for me to try something as well.

 

Unfortunately, I'm having a ton of difficulty trying to get Mesh edits back INTO the game properly. (I get the feeling that this may be similar to the difficulties @Zero5 is facing too). I've read through the "Model Replacement Guide" on Game Banana (which links to the guide for Soul Hackers 2) and Zero_Fucks_Given's summary multiple times, but I'm probably still messing up on some of the details.

 

After spending multiple days banging my head against the wall, I finally got "some" progress (was able to get a mesh edit to affect the game, but not in the right way).

I'd like to detail the steps I took so that hopefully someone can point out where I'm going wrong.

 

For these steps, I want to walk through a concrete example: my goal is to modify something visible on Lapis's battle model (similar to the Lapis Midriff and Thighs mod)

 

Step 0 - Tools

UABE Avalonia - https://github.com/nesrak1/UABEA (one of the other Game Banana guides said to use this. I have not tried the original UABE)

Asset Studio - https://github.com/Perfare/AssetStudio/releases/tag/v0.16.47

Unity v2020.3.18f1

Blender

Mesh generation script: https://pastebin.com/raw/srPr2cxd

 

Step 1 - Extract the Assets from the game data

Overall goal: Extract the Mesh assets that Lapis uses out so that we can edit it in Blender.

 

From the Lapis Midriff and Thighs mod, I saw that Lapis's model is in this bundle:

Data\StreamingAssets\aa\Switch\fe_assets_unit\model\ubody\swd0af\c251\prefabs\ubody_swd0af_c251.bundle

(Note: I saw that the Lapis Midriff and Thighs mod also touches something in "obody", but I have no idea what that one does and it didn't look relevant. Please let me know if that actually is important)

 

A) Run AssetStudio. File -> Load File -> find that ubody_swd0af_c251.bundle file

B) Go to Asset List and observe that there are three Mesh objects: ShadowMesh_Dress, Swd0AF_c251_Dress, and Swd0AF_c251_skin. From looking at the preview, I think I only need to edit one of these to make a visible change - Swd0AF_c251_Dress.

C) Export

This is a part where I needed to do some guessing on.

I used to do Export -> Selected Assets, and this would give me an OBJ file. This file type can be imported in Blender, but I think it is missing bone data that's needed later.

However, during my latest attempt, I tried exporting by instead using Model -> Export all objects (split). This resulted in an FBX file. I think this FBX file actually contains bone data, so I think I'm probably on the right track with this export.

 

Step 2 - Modify the Mesh in Blender

A) Run Blender. Create a new General project. Optionally delete the cube, light, and camera that gets created with the new project.

B) File -> Import -> FBX and find the file that was created in Step 1C

C) Make some visible changes to the mesh. For my test case, I just deleted some faces in Lapis's midriff area

D) File -> FBX

 

Step 3 - Get Unity to build a new Assets file with the modified mesh

This step really confused me for awhile. But from Zero_Fucks_Given's summary, it sounds like there's no way to "directly" import our modified FBX file back into ubody_swd0af_c251.bundle using UABE or AssetStudio. UABE does support importing a JSON "dump" though. Therefore, we seem to need to do a roundabout solution where we get Unity to build us a new assets file, and then dump that into a JSON file (and do some manual editing) so that we can "Import Dump" in UABE to get our changes in.

 

A) Open Unity and create a new project (I used "3D Core" as the template)

B) Assets -> Import New Asset... -> find the unmodified FBX file that we exported in Step 1C. I'm calling this the "base" model

C) Assets -> Import New Asset... -> find the modified FBX file that we exported in Step 2D. I'm calling this the "fixed" model

D) In the inspector window for both of these models, make sure "Convert Units" is unchecked and "Read/Write Enabled" is checked. (oh shoot, as I'm writing this, I just realized that I had previously misread these instructions in the Soul Hackers guide and mistakenly left Convert Units checked... I'll need to test again with Convert Units unchecked...)

E) Drag both the "base" model and the "fixed" model onto the scene.
Note: These game objects should have a "Skinned Mesh Renderer" component on them automatically.
F) Run the mesh generation script (I believe this is what Zero_Fucks_Given meant by "use the skinned mesh tool"). Instructions on setting this up as follows:

  a) In the Asset window, create two folders and name them "EDITOR" and "EXPORT"

  b) In the EDITOR folder, Right click -> Create -> C# Script

  c) Open that newly created C# Script in a text editor and copy+paste the mesh generation script that the Model Replacement Guide links to (https://pastebin.com/raw/srPr2cxd)

  d) Save the scene and project. The script adds a new top level dropdown menu in Unity named "Tools", so you should be able to see that now.

  e) Click Tools -> Mesh -> Generate Skinned Mesh Component. A new window should appear

  f) Drag the "base" model's Swd0AF_c251_Dress object into the "Base Mesh" input

  g) For "Components" input, change the 0 to a 1

  h) Drag the "fixed" model's Swd0AF_c251_Dress object into the "Element 0" input

  i) Click Generate. This should create a new mesh in the EXPORT folder. It's recommended to rename that to something distinguishable, like Swd0AF_c251_Dress_FIXED

G) Delete the base model from the scene. Drag the newly generated mesh in the EXPORT folder onto the "Mesh" property of the Skinned Mesh Renderer component of the fixed model. (Truthfully, I don't know what effect this has)

H) Save the scene and the project

I) File -> Build Settings... Make sure the current scene is added to the "scenes to build" section and click Build

 

Step 4 - Repackage the modified Mesh back into ubody_swd0af_c251.bundle

Now that Unity has built us a new Assets file with our modified mesh in it, we can get its JSON content dump, which is a format that UABE can import back into the bundle.

A) Open UABE and navigate to the files that Unity built in Step 3I. In that build location, open the "sharedassets0.assets" file

B) Find the Swd0AF_c251_Dress_FIXED mesh and Export Dump it somewhere (can call the file Swd0AF_c251_Dress_FIXED.json). Prefer to choose JSON instead of txt.

C) Now have UABE open the original ubody_swd0af_c251.bundle file (from the game data) and Export Dump Swd0AF_c251_Dress as JSON as well (can call the file Swd0AF_c251_Dress_BASE.json).

D) With a text editor, manually open Swd0AF_c251_Dress_FIXED.json and Swd0AF_c251_Dress_BASE.json. Using the values from BASE, copy over to FIXED the following: m_Name, m_BoneNameHashes, and m_RootBoneNameHash.

Note: I don't really understand what this does. The m_Name certainly sounds important, but as for the bone stuff... Both the Soul Hackers 2 guide AND Zero_Fucks_Given's summary say to copy these (m_BoneNameHashes, and m_RootBoneNameHash) over, but I saw that the Lapis Midriff and Thighs mod seemed to leave these values alone...

E) Now we can UABE to "Import Dump" on our Swd0AF_c251_Dress_FIXED.json  file to replace the Swd0AF_c251_Dress mesh in the ubody_swd0af_c251.bundle

F) Save (UABE's 2 layers of saving) the changes into a new bundle file (named ubody_swd0af_c251.bundle, of course) and try using that in a mod.

 

 

Result

Using those steps, I was able to see a change in Lapis's model; however, the change is an abomination, and so clearly I'm doing something wrong. (maybe it was the Convert Units in Step 3D? I'll need to check that). I attached a picture of what it looks like (LapisAbomination.png)

 

Aside

@Zero5 I also tried to put your Lapis mesh in using those steps. Though since it was an OBJ file instead of FBX, I think maybe the bone data was missing? (I definitely don't really understand that) I attached a picture of it (Zero5Lapis.png). You can clearly see that your edits (such as the cleavage window and skin) are there, but the model is just doing a T pose (and sideways, for some reason...)

LapisAbomination.png

Zero5Lapis.png

Posted (edited)
11 hours ago, MerlinusTent said:

 

First off, thank you @Zero_Fucks_Given for your amazing work and progress! You've certainly been an inspiration for me to try something as well.

 

Unfortunately, I'm having a ton of difficulty trying to get Mesh edits back INTO the game properly. (I get the feeling that this may be similar to the difficulties @Zero5 is facing too). I've read through the "Model Replacement Guide" on Game Banana (which links to the guide for Soul Hackers 2) and Zero_Fucks_Given's summary multiple times, but I'm probably still messing up on some of the details.

 

After spending multiple days banging my head against the wall, I finally got "some" progress (was able to get a mesh edit to affect the game, but not in the right way).

I'd like to detail the steps I took so that hopefully someone can point out where I'm going wrong.

 

For these steps, I want to walk through a concrete example: my goal is to modify something visible on Lapis's battle model (similar to the Lapis Midriff and Thighs mod)

 

Step 0 - Tools

UABE Avalonia - https://github.com/nesrak1/UABEA (one of the other Game Banana guides said to use this. I have not tried the original UABE)

Asset Studio - https://github.com/Perfare/AssetStudio/releases/tag/v0.16.47

Unity v2020.3.18f1

Blender

Mesh generation script: https://pastebin.com/raw/srPr2cxd

 

Step 1 - Extract the Assets from the game data

Overall goal: Extract the Mesh assets that Lapis uses out so that we can edit it in Blender.

 

From the Lapis Midriff and Thighs mod, I saw that Lapis's model is in this bundle:

Data\StreamingAssets\aa\Switch\fe_assets_unit\model\ubody\swd0af\c251\prefabs\ubody_swd0af_c251.bundle

(Note: I saw that the Lapis Midriff and Thighs mod also touches something in "obody", but I have no idea what that one does and it didn't look relevant. Please let me know if that actually is important)

 

A) Run AssetStudio. File -> Load File -> find that ubody_swd0af_c251.bundle file

B) Go to Asset List and observe that there are three Mesh objects: ShadowMesh_Dress, Swd0AF_c251_Dress, and Swd0AF_c251_skin. From looking at the preview, I think I only need to edit one of these to make a visible change - Swd0AF_c251_Dress.

C) Export

This is a part where I needed to do some guessing on.

I used to do Export -> Selected Assets, and this would give me an OBJ file. This file type can be imported in Blender, but I think it is missing bone data that's needed later.

However, during my latest attempt, I tried exporting by instead using Model -> Export all objects (split). This resulted in an FBX file. I think this FBX file actually contains bone data, so I think I'm probably on the right track with this export.

 

Step 2 - Modify the Mesh in Blender

A) Run Blender. Create a new General project. Optionally delete the cube, light, and camera that gets created with the new project.

B) File -> Import -> FBX and find the file that was created in Step 1C

C) Make some visible changes to the mesh. For my test case, I just deleted some faces in Lapis's midriff area

D) File -> FBX

 

Step 3 - Get Unity to build a new Assets file with the modified mesh

This step really confused me for awhile. But from Zero_Fucks_Given's summary, it sounds like there's no way to "directly" import our modified FBX file back into ubody_swd0af_c251.bundle using UABE or AssetStudio. UABE does support importing a JSON "dump" though. Therefore, we seem to need to do a roundabout solution where we get Unity to build us a new assets file, and then dump that into a JSON file (and do some manual editing) so that we can "Import Dump" in UABE to get our changes in.

 

A) Open Unity and create a new project (I used "3D Core" as the template)

B) Assets -> Import New Asset... -> find the unmodified FBX file that we exported in Step 1C. I'm calling this the "base" model

C) Assets -> Import New Asset... -> find the modified FBX file that we exported in Step 2D. I'm calling this the "fixed" model

D) In the inspector window for both of these models, make sure "Convert Units" is unchecked and "Read/Write Enabled" is checked. (oh shoot, as I'm writing this, I just realized that I had previously misread these instructions in the Soul Hackers guide and mistakenly left Convert Units checked... I'll need to test again with Convert Units unchecked...)

E) Drag both the "base" model and the "fixed" model onto the scene.
Note: These game objects should have a "Skinned Mesh Renderer" component on them automatically.
F) Run the mesh generation script (I believe this is what Zero_Fucks_Given meant by "use the skinned mesh tool"). Instructions on setting this up as follows:

  a) In the Asset window, create two folders and name them "EDITOR" and "EXPORT"

  b) In the EDITOR folder, Right click -> Create -> C# Script

  c) Open that newly created C# Script in a text editor and copy+paste the mesh generation script that the Model Replacement Guide links to (https://pastebin.com/raw/srPr2cxd)

  d) Save the scene and project. The script adds a new top level dropdown menu in Unity named "Tools", so you should be able to see that now.

  e) Click Tools -> Mesh -> Generate Skinned Mesh Component. A new window should appear

  f) Drag the "base" model's Swd0AF_c251_Dress object into the "Base Mesh" input

  g) For "Components" input, change the 0 to a 1

  h) Drag the "fixed" model's Swd0AF_c251_Dress object into the "Element 0" input

  i) Click Generate. This should create a new mesh in the EXPORT folder. It's recommended to rename that to something distinguishable, like Swd0AF_c251_Dress_FIXED

G) Delete the base model from the scene. Drag the newly generated mesh in the EXPORT folder onto the "Mesh" property of the Skinned Mesh Renderer component of the fixed model. (Truthfully, I don't know what effect this has)

H) Save the scene and the project

I) File -> Build Settings... Make sure the current scene is added to the "scenes to build" section and click Build

 

Step 4 - Repackage the modified Mesh back into ubody_swd0af_c251.bundle

Now that Unity has built us a new Assets file with our modified mesh in it, we can get its JSON content dump, which is a format that UABE can import back into the bundle.

A) Open UABE and navigate to the files that Unity built in Step 3I. In that build location, open the "sharedassets0.assets" file

B) Find the Swd0AF_c251_Dress_FIXED mesh and Export Dump it somewhere (can call the file Swd0AF_c251_Dress_FIXED.json). Prefer to choose JSON instead of txt.

C) Now have UABE open the original ubody_swd0af_c251.bundle file (from the game data) and Export Dump Swd0AF_c251_Dress as JSON as well (can call the file Swd0AF_c251_Dress_BASE.json).

D) With a text editor, manually open Swd0AF_c251_Dress_FIXED.json and Swd0AF_c251_Dress_BASE.json. Using the values from BASE, copy over to FIXED the following: m_Name, m_BoneNameHashes, and m_RootBoneNameHash.

Note: I don't really understand what this does. The m_Name certainly sounds important, but as for the bone stuff... Both the Soul Hackers 2 guide AND Zero_Fucks_Given's summary say to copy these (m_BoneNameHashes, and m_RootBoneNameHash) over, but I saw that the Lapis Midriff and Thighs mod seemed to leave these values alone...

E) Now we can UABE to "Import Dump" on our Swd0AF_c251_Dress_FIXED.json  file to replace the Swd0AF_c251_Dress mesh in the ubody_swd0af_c251.bundle

F) Save (UABE's 2 layers of saving) the changes into a new bundle file (named ubody_swd0af_c251.bundle, of course) and try using that in a mod.

 

 

Result

Using those steps, I was able to see a change in Lapis's model; however, the change is an abomination, and so clearly I'm doing something wrong. (maybe it was the Convert Units in Step 3D? I'll need to check that). I attached a picture of what it looks like (LapisAbomination.png)

 

Aside

@Zero5 I also tried to put your Lapis mesh in using those steps. Though since it was an OBJ file instead of FBX, I think maybe the bone data was missing? (I definitely don't really understand that) I attached a picture of it (Zero5Lapis.png). You can clearly see that your edits (such as the cleavage window and skin) are there, but the model is just doing a T pose (and sideways, for some reason...)

LapisAbomination.png

Zero5Lapis.png

yo loving it, you definitely got farther then i did, i only ever ended up with an invisible body, that'd show up 1ce during  maybe a crit or skill activation and i'd have near identical to your screens


 and yeah the mesh edits i've uploaded were purely edited  from the original exported from the game so i dont believe any bone data is attached, tried to leave them raw( minus mesh  poly deletion in spots ) incase  maybe 1 of my own mess ups affected some one else the same way

 

if you or anyone else wants , i can definitely upload more skimpier/lighter armor/revealing mesh edits though thats about as far as my  talent, goes  unity is just too far out of my league, blender on the other hand is relatively easy to work with interms of poly/mesh

 

 

Edited by Zero5
Posted

I think I got it working!!!!

Indeed the issue ended up being that I had messed up not unchecking the "Convert Units" part in Step 3D. Once I unchecked that and went through the rest of the steps, everything seemed to be working and I could see my minor mesh edit working in the game!

 

@Zero5, specifically "how" did you export the original meshes from the game?

My guess is that you may have done what I used to do by following the "Ripping 3D Models For Use in Blender & Unity" guide on Game Banana and clicking Export -> Selected Assets. This results in OBJ files that seem to lack bone data. If you take a look at Step 1C in my post (maybe I should fix it up and turn it into a guide?), I now use Model -> Export all objects (split). This results in a folder with an FBX file that seems to have the bone data. If you import this FBX file into Blender, you see it comes with a bunch of extra stuff, which I'm assuming is the bone data.

image.png.9c8d6b8bc69f54b6c03bd1e7b5b7d245.png

 

Would you mind trying to remake your Lapis edits, but starting from having Blender import the FBX file instead?

 

 

Also, @Zero5, in response to "if you or anyone else wants , i can definitely upload more skimpier/lighter armor/revealing mesh edits"... Yes! Please do! I like your skimpier/revealing outfit designs!

Personally, I have practically zero artistic talent and I just opened up Blender for the first time ever last week, so I doubt I'll be able to make anything good looking by myself anytime soon. I'd be happy to try helping you bring your creations to life!

 

 

@dakyoz, please see Steps 3 and 4 from my post yesterday. That seemed to have worked for me. Let me know if you have any questions.

Posted (edited)
7 hours ago, MerlinusTent said:

I think I got it working!!!!

Indeed the issue ended up being that I had messed up not unchecking the "Convert Units" part in Step 3D. Once I unchecked that and went through the rest of the steps, everything seemed to be working and I could see my minor mesh edit working in the game!

 

@Zero5, specifically "how" did you export the original meshes from the game?

My guess is that you may have done what I used to do by following the "Ripping 3D Models For Use in Blender & Unity" guide on Game Banana and clicking Export -> Selected Assets. This results in OBJ files that seem to lack bone data. If you take a look at Step 1C in my post (maybe I should fix it up and turn it into a guide?), I now use Model -> Export all objects (split). This results in a folder with an FBX file that seems to have the bone data. If you import this FBX file into Blender, you see it comes with a bunch of extra stuff, which I'm assuming is the bone data.

image.png.9c8d6b8bc69f54b6c03bd1e7b5b7d245.png

 

Would you mind trying to remake your Lapis edits, but starting from having Blender import the FBX file instead?

 

 

Also, @Zero5, in response to "if you or anyone else wants , i can definitely upload more skimpier/lighter armor/revealing mesh edits"... Yes! Please do! I like your skimpier/revealing outfit designs!

Personally, I have practically zero artistic talent and I just opened up Blender for the first time ever last week, so I doubt I'll be able to make anything good looking by myself anytime soon. I'd be happy to try helping you bring your creations to life!

 

 

@dakyoz, please see Steps 3 and 4 from my post yesterday. That seemed to have worked for me. Let me know if you have any questions.

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

Edited by D02836115
Posted
7 hours ago, D02836115 said:

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

Im absolutely gonna keep my eyes out for this one. im the biggest fan of cute Panty designs.

Posted (edited)

@MerlinusTent yeah i was following the the tutorial on gamebanana for ripping

And

Alright when I get home I'll try your method for the export and see what I can do for a proper fbx with bones, though I still doubt I'll have much luck with unity, so If you don't mind doing that last step (assuming I can get the  fbx file working,  I can most definitely  bring together more , is there a particular character you would like me to start on first ( we all have our favorites )

Edited by Zero5
Posted
12 hours ago, D02836115 said:

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

cute panties, huzzah a man of culture.

Posted
16 hours ago, D02836115 said:

Though there are a lot of resources online that goes over these kind of things, it's really difficult to decode what the writer behind the guide is trying to convey.

 

I ran into so much headache trying to piece all these guides together that I decided to organize them.  I already wrote a full guide for my own use and been following it to the tee.  Although I'm still revising it as I run into issues.

 

It's good to finally see results...

kuma pantsu.png

 

@D02836115,

Agreed! I also had a lot of difficulty piecing together guides and trying to understand what the important parts were.

Though oh? You have a full guide of your own that's been working? Is it posted anywhere? I'd be interested in taking a look and comparing notes.

(Also, nice panties mod!)

 

@Zero5, good luck!

Hmm, I don't have a strong preference, but your Lapis one might be a good start. But certainly work on whichever characters you like the most, since that probably will give more motivation, after all.

 

Posted
5 hours ago, Zero5 said:

ok so should be all the files via your method, i made a few attemps with unity again, but just looks like my models are melting after generating texture not sure why again im likely just dumb and or unity hates me lol 

 but let me know how it goes
@MerlinusTent

fbxLapishornclevage.rar 13.04 MB · 0 downloads

 

@Zero5, well... I got the meshes into the game, but... something's definitely not right. My guess is that only the Dress mesh's bone data took effect. You can see the cleavage window in her armor, but unfortunately, the skin mesh looks like it is just T-posing.

image.png.3539b5f3aa443f5cc6ec905721e420ad.pngimage.png.f03602d9f16c6e8690d9a1408f5cfbba.pngimage.png.34be67bf4ff9a6d1efe0dcd03c0934e8.pngimage.png.3df6619e9987f186241d9d8123d299e7.png

 

 

Hmm.. this brings up a good question. Most _Skin meshes are of incomplete bodies. Therefore if you remove portions of the _Dress mesh, you'll just have empty air left over unless you fill it with a _Skin mesh of a complete body from somewhere else. But how do you bring that complete body in and still get the bones hooked up properly...?

 

@Zero_Fucks_Given, can I ask how you bring in the full body _Skin mesh into each of your bundles and still get the bones and whatnot hooked up properly?

 

(Also, great job on that Camilla engage form!)

Posted (edited)
22 minutes ago, MerlinusTent said:

 

@Zero5, well... I got the meshes into the game, but... something's definitely not right. My guess is that only the Dress mesh's bone data took effect. You can see the cleavage window in her armor, but unfortunately, the skin mesh looks like it is just T-posing.

image.png.3539b5f3aa443f5cc6ec905721e420ad.pngimage.png.f03602d9f16c6e8690d9a1408f5cfbba.pngimage.png.34be67bf4ff9a6d1efe0dcd03c0934e8.pngimage.png.3df6619e9987f186241d9d8123d299e7.png

 

 

Hmm.. this brings up a good question. Most _Skin meshes are of incomplete bodies. Therefore if you remove portions of the _Dress mesh, you'll just have empty air left over unless you fill it with a _Skin mesh of a complete body from somewhere else. But how do you bring that complete body in and still get the bones hooked up properly...?

 

@Zero_Fucks_Given, can I ask how you bring in the full body _Skin mesh into each of your bundles and still get the bones and whatnot hooked up properly?

 

(Also, great job on that Camilla engage form!)

Oh my gawd!!! What monstrosity is this???

 

Make sure you Model -> Export selected objects (merge) to get the FBX in AssetStudio, and then File -> Import the FBX into Blender (or whatever 3D software you like).  If you only delete sections of the model's dress or skin, then no bones will be affected after importing it back into the BUNDLE and all's good.

 

Also @MerlinusTent, check your messages.  I sent you one.

Edited by D02836115
Posted
6 hours ago, Zero5 said:

ok so should be all the files via your method, i made a few attemps with unity again, but just looks like my models are melting after generating texture not sure why again im likely just dumb and or unity hates me lol 

 but let me know how it goes
@MerlinusTent

fbxLapishornclevage.rar 13.04 MB · 2 downloads

image.png.1ead930b8df63d2a49bc3005476bdfd2.png

@Zero5 You must've copied the skin from elsewhere because I believe the swd0af skin only has the neck.  Hence why the Vertex Groups are completely gone.  It's no wonder it's T-posing in-game...

Posted
3 hours ago, D02836115 said:

image.png.1ead930b8df63d2a49bc3005476bdfd2.png

@Zero5 You must've copied the skin from elsewhere because I believe the swd0af skin only has the neck.  Hence why the Vertex Groups are completely gone.  It's no wonder it's T-posing in-game...

Yes it's from zephias model, I can recheck bones but I was positive that the two files had all of the same hook ups

Posted (edited)

hello guys,

does anyone have a list with the engaged model file names?

i am trying to use the files from the previous pack with the current shared wip files.

the chars are clothed when activating engage mode currently,

for obvious reasons i am interested on the female engage mode file names only :wink: 

cheers!

Edited by 201193
Posted
5 hours ago, Zero5 said:

Yes it's from zephias model, I can recheck bones but I was positive that the two files had all of the same hook ups

I guess that works.

 

Just make sure that you are using the Join command (CTRL+J) after deleting all unnecessary vertices/faces.  Also, I recommend to join Zephia's skin with the swd0af's dress instead of skin because things can become wacky if you join an object to where there were no Vertex Groups there before.  Afterwards, it's just a matter of figuring out how to get the color of the skin correct.

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