Popular Post Zero_Fucks_Given Posted March 17, 2023 Popular Post Posted March 17, 2023 Here's v1.15 of my nude mod hot off the press it includes all female playable characters and emblems nude in base form. Next is 1.25 - Engage forms. PS - To get Corrin to work, and not t-pose every millisecond was a motherfucker so I can't do any more than I've done with her. Hope you enjoy! -------Till Tomorrow Night------- Nude_Mod_v1.15.7z 28
arcron Posted March 18, 2023 Posted March 18, 2023 13 hours ago, Zero_Fucks_Given said: Here's v1.15 of my nude mod hot off the press it includes all female playable characters and emblems nude in base form. Next is 1.25 - Engage forms. PS - To get Corrin to work, and not t-pose every millisecond was a motherfucker so I can't do any more than I've done with her. Hope you enjoy! -------Till Tomorrow Night------- Nude_Mod_v1.15.7z 387.11 MB · 338 downloads is there a way to make this only apply to emblems?
D02836115 Posted March 18, 2023 Posted March 18, 2023 1 hour ago, arcron said: is there a way to make this only apply to emblems? You will have to keep only the ubody models for the emblems (for example, the folder "eir0af" is the body model for Eirika). The remaining folders can be deleted or moved elsewhere.
DMFDagon Posted March 18, 2023 Posted March 18, 2023 Is there any way to make the mod still apply after promotion? A lot of class outfits seem to interfere
fameli Posted March 18, 2023 Posted March 18, 2023 Amazing work! Looking forward to seeing this completed, wish I could help out. One bug I noticed was Etie in casual attire nude has some issues around her shoulders. Although I did also download a gamebanana mod for battle outfits so not sure if that might have affected it.
Zero_Fucks_Given Posted March 18, 2023 Posted March 18, 2023 (edited) 50 minutes ago, alemfi said: Amazing work! Looking forward to seeing this completed, wish I could help out. One bug I noticed was Etie in casual attire nude has some issues around her shoulders. Although I did also download a gamebanana mod for battle outfits so not sure if that might have affected it. casual attire was a test and not final product 1 hour ago, DMFDagon said: Is there any way to make the mod still apply after promotion? A lot of class outfits seem to interfere that will be after i finish the engage forms you also realize that there are alot of classes and some with there own model right? i should be charging for all this work im doing lol Edited March 18, 2023 by Zero_Fucks_Given
Zero_Fucks_Given Posted March 18, 2023 Posted March 18, 2023 here is my first engage form edit and yes i know the skin is bright i did research there something deep in the code that makes the skin illuminate and its not emmission me and a few others tried alot of things and one of them found that it may be hard coded in the game which is why it looks normal when done by assettable which btw a mod came out on gamebanana that removes engage clothing all together and lets you keep your currrent outfit in engage form its an assettable mod though not a mesh mod so it will have to be updated one more time after the next update but these are fully custom engage outfits edited tediously but chose whichever it doesnt matter lol 7
Zero5 Posted March 18, 2023 Posted March 18, 2023 (edited) lapis zip.rarif anyone has more talent then I, feel free to use these mesh, a cleveage open half cape armor(1) body suit style semi revealing ( 2) and a skin to help hide any holes left behind having alot of issue rebuilding a bundle on my own why, no idea, im probably just stupid but feel free to use, will likely add more mesh edits ( planning on adding some horn options in the accessories cause why not lol just gotta find the head accessories< again im slow or stupid this is for lapis everyones favourite buster sword girl Edited March 18, 2023 by Zero5
Zero_Fucks_Given Posted March 19, 2023 Posted March 19, 2023 IT TOOK ALL FUCKING NIGHT BUT I MANAGED TO GET THE SKIN LOOKING CORRECT it still glows a little but now its not so white. 7
AyakaAya Posted March 19, 2023 Posted March 19, 2023 12 minutes ago, Zero_Fucks_Given said: IT TOOK ALL FUCKING NIGHT BUT I MANAGED TO GET THE SKIN LOOKING CORRECT it still glows a little but now its not so white. That looks amazing! 3
Zero_Fucks_Given Posted March 19, 2023 Posted March 19, 2023 1 hour ago, AyakaAya said: That looks amazing! Glad to hear cause I do my best and use up alot of my free time to give yall quality mods 6
GLBlackFire Posted March 19, 2023 Posted March 19, 2023 3 hours ago, Zero_Fucks_Given said: Glad to hear cause I do my best and use up alot of my free time to give yall quality mods really good work! but it works only with the standard outfits and the engage forms?
Zero5 Posted March 19, 2023 Posted March 19, 2023 (edited) here is a mesh for yunaka, a bikini style cut from her own body suit, and a capeless pant/tank style again, added a tiara for lapis which gives her horns on the mesh, Yunaka.rarlapis+horn.rar Edited March 19, 2023 by Zero5
Obligitury Posted March 19, 2023 Posted March 19, 2023 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.
Obligitury Posted March 19, 2023 Posted March 19, 2023 I ment in game but thanks for showing it regardless. looking neat.
Zero5 Posted March 19, 2023 Posted March 19, 2023 (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 March 19, 2023 by Zero5
Zero_Fucks_Given Posted March 19, 2023 Posted March 19, 2023 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 1
Zero_Fucks_Given Posted March 19, 2023 Posted March 19, 2023 (edited) 2 hours ago, Zero5 said: Obligitury here you are hope this helps 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 March 19, 2023 by Zero_Fucks_Given 1
Zero5 Posted March 19, 2023 Posted March 19, 2023 yeah and some how i've messed that up likea few dozen times lol
GLBlackFire Posted March 19, 2023 Posted March 19, 2023 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
MerlinusTent Posted March 20, 2023 Posted March 20, 2023 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...) 3
Zero5 Posted March 20, 2023 Posted March 20, 2023 (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...) 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 March 20, 2023 by Zero5
dakyoz Posted March 20, 2023 Posted March 20, 2023 I would also like to know how you guys managed to get the edited mesh back into the bundle.
MerlinusTent Posted March 21, 2023 Posted March 21, 2023 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. 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. 1
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