KETINBO1111 Posted January 1, 2025 Posted January 1, 2025 20 hours ago, oppaiman said: 【追記】 動画ではScaleを0.3に変更となっていますが、デフォルトの1.0のままで大丈夫でした。 この数値は物理設定の影響度らしく0.3だと0.3倍されて揺れにくくなるっぽいです。 上の画像の設定でScaleだけ1.0にしたらバインバインになりました。 https://xxup.org/fiPUv.mp4 oppaimanさん、こんにちは。 拝見させていただいて、自分でもやってみたいと思ったのですが、これはオリジナルのABPを解凍し、UE4で読み込んで編集するのでしょうか? (試してみようとしたのですが、オリジナルのABPをUE4に取り込む方法がわからなかったので教えていたけませんでしょうか?)
oppaiman Posted January 1, 2025 Author Posted January 1, 2025 5 hours ago, tanoken said: TelesEnhancedJiggle テレーズの胸の物理揺れを強化したMODです。 ほんのり巨乳化しております。 添付画像のように一部ポーズ(勝利ポーズなど)で髪の毛と顔が干渉してしまいますが、現在の私のスキルではこれ以上は無理でした。 specialthanks oppaimanさん This is a MOD that strengthens the physical shaking of Therese's chest. Her breasts have become slightly larger. As shown in the attached image, the hair and face interfere with each other in some poses (such as the victory pose), but with my current skills, it was impossible to do more than this. special thanks to oppaiman TelesEnhancedJiggle.zip 1.21 MB · 3 downloads 解決できてよかったです。 バインバインになりましたね。 どうやらデフォルトのABPを上書きする事になるので、揺れる物全てに設定しないといけないぽいのと、 めり込み防止するために当たり判定も設定しないといけないぽいですね。 自分もそこまではわからないです。 spring controllerは使った事なかったのですが、tanokenさんの質問が学ぶいい機会になりました。 ありがとうございます。
oppaiman Posted January 1, 2025 Author Posted January 1, 2025 1 hour ago, KETINBO1111 said: oppaimanさん、こんにちは。 拝見させていただいて、自分でもやってみたいと思ったのですが、これはオリジナルのABPを解凍し、UE4で読み込んで編集するのでしょうか? (試してみようとしたのですが、オリジナルのABPをUE4に取り込む方法がわからなかったので教えていたけませんでしょうか?) KETINBOさん、こんにちは。 チュートリアルではメッシュに自分で作ったABP(中身は何も設定されていない)を割り当てていますが、その割り当てたABPに設定をします。 新規ノードを作成の画面で右クリックしてspring controllerで検索してスプリングコントローラーを選択してください。 この動画と、自分とtanokenさんのやりとりを見て設定してみてください。 設定したABPはチャンクIDを設定してMOD化する必要があります。
KETINBO1111 Posted January 1, 2025 Posted January 1, 2025 20 minutes ago, oppaiman said: KETINBOさん、こんにちは。 チュートリアルではメッシュに自分で作ったABP(中身は何も設定されていない)を割り当てていますが、その割り当てたABPに設定をします。 新規ノードを作成の画面で右クリックしてspring controllerで検索してスプリングコントローラーを選択してください。 この動画と、自分とtanokenさんのやりとりを見て設定してみてください。 設定したABPはチャンクIDを設定してMOD化する必要があります。 なるほど!空のABPを編集するのでよかったのですね! 既存のアニメーションが上書きされて読み込まれなくなると考え、デフォルトのABPを編集するものと思い込んでいました。 試してみます。ありがとうございました!
Myrkk Posted January 3, 2025 Posted January 3, 2025 Sorry, I do not speak Japanese. I'm following the tutorial. Everything is fine until the part where you say to "Armature Deform" . Before: After: I now have 2 Armature modifiers. Am I supposed to delete "Armature" and keep "Armature.001"? And rename it afterwards? Thank you
oppaiman Posted January 4, 2025 Author Posted January 4, 2025 10 hours ago, Myrkk said: Sorry, I do not speak Japanese. I'm following the tutorial. Everything is fine until the part where you say to "Armature Deform" . Before: After: I now have 2 Armature modifiers. Am I supposed to delete "Armature" and keep "Armature.001"? And rename it afterwards? Thank you Hello. I am not good at English so I am using machine translation. Sorry if there are any strange English. The modifier Parented with mesh is Armature.001. The modifier Armature is not needed, so please delete it by pressing X. Rename the modifier Armature.001 to Armature. The modifier is not mentioned in the tutorial, It does not seem to cause any particular problem even if two modifiers exist. However, it is appropriate to delete the one you do not need.
Myrkk Posted January 7, 2025 Posted January 7, 2025 Thank you. I was able to make a mod successfully.
Myrkk Posted January 11, 2025 Posted January 11, 2025 (edited) Looks so much better to me. Thank you for the tutorial. Edited January 11, 2025 by Myrkk
oppaiman Posted January 18, 2025 Author Posted January 18, 2025 I am working on revising and updating the tutorial today. If you are in the middle of updating the page, there may be something wrong with the display. We plan to finish the work as much as possible today. 1
oppaiman Posted January 18, 2025 Author Posted January 18, 2025 (edited) How to use material instances preparation (If you can understand it just by reading, skip the preparation and move on.) Spoiler We will use the Vagabond class as an example. If you want to try out the tutorial, create a Vagabond Cat (SK_NB028_001) and a Beaver (SK_NB028_002). I didn't mention this in the tutorial, but the folders after the 2nd character in the class are not the same as the 1st character. Please check with Fmodel to see what is needed. Change the hair color of the 2nd character in the Vagabond class, Beaver, to purple. When I check the beaver's folder in Fmodel, NB028_002, she has no hair material. The beaver is set to reference the Cat's hair material “MI_NB028_001_Hair”. To change only the beaver's hair color without changing the cat's hair color, use a material instance. Once the model is complete, create a texture for the hair with the color changed. Copy Cat's T_NB028_001_Hair_BC and change the color using paint software. Paint software is available for a fee, such as Photoshop, and for free, GIMP and Paint.net. Drag the created texture to UE4 and import it. Creating material instances Spoiler Double-click on the Cat's hair material MI_NB028_001_Hair to open its properties. Right-click on the texture sample node with the base color texture and select “Convert to Parameters”. Then a column called “Parameter Name” will appear. Change the parameter name to the same as the original material. Open the material MI_NB028_001_Hair for Cat's hair in Fmodel. There is a section where texture settings are described, so please set them in the same way. The parameter name for T_NB028_001_Hair_BC is Mat0_BaseColorTexture. If it is wrong, it will not be reflected in the game, so please copy-paste it. If you are changing only the base color, simply set only the base color texture. Save and return to the original screen. Right-click MI_NB028_001_Hair and select Create Material Instance. Create Material Instance can be given any name different from the original material. Placement location is also optional. Material Instance Settings Spoiler Next, copy your modified texture and rename it differently from the original. This time we named it T_NB028_001_Hair_BC_inst. Double-click MI_NB028_001_Hair_Inst. Check Mat0_BaseColorTexture in the upper right corner. You can then change the texture on the right. Change the texture to the texture you have prepared (in this case T_NB028_001_Hair_BC_inst). Save and return to the original screen. Change Referenced Material Spoiler Open beaver skeletal mesh SK_NB028_002. Change the reference material for the hair material slot MI_NB028_001_Hair to MI_NB028_001_Hair_Inst in the pull-down. Save and return. Set chunks in SK_NB028_002 and MI_NB028_001_Hair_Inst and T_NB028_001_Hair_BC_inst. Do not chunk original materials or textures. Start the game and check it. Only the color of the beaver could be changed without changing the color of the cat. Material Instance Restrictions Spoiler It is not possible to use more material instances. Example1 Character 1 Original Material Character 2 Material instance 1 created from Original Material Character 3 Material instance 2 created from Original Material Example2 Character 1 Original Material Character 2 Material instance 1 Character 3 Material instance 2 created from Material instance1 In these cases, the game will not reflect the character 3 material instance and no textures will appear. Edited January 18, 2025 by oppaiman
oppaiman Posted January 18, 2025 Author Posted January 18, 2025 5 minutes ago, oppaiman said: Updated tutorial. Texture descriptions in the Filename section. How to use material instances I still want to update the tutorial, but that's all for today. Please note that the content of this tutorial was not taught by professional creators or people in the know, but was researched by me. I have not experienced any problems with the methods described here, but I cannot guarantee that they are correct. Please understand.
Myrkk Posted January 19, 2025 Posted January 19, 2025 (edited) Thank you for this updated information. Very interesting. I have uploaded a mod on Nexus and a user has reported an issue with Shadow Servant spell. When the spell is used with one of my model edit, it crashes the game. It writes "Fatal Error" in a message box and then it closes. I have confirmed this with their save game. Would anybody have an idea what the problem is? Edited January 19, 2025 by Myrkk
oppaiman Posted January 19, 2025 Author Posted January 19, 2025 6 hours ago, Myrkk said: Thank you for this updated information. Very interesting. I have uploaded a mod on Nexus and a user has reported an issue with Shadow Servant spell. When the spell is used with one of my model edit, it crashes the game. It writes "Fatal Error" in a message box and then it closes. I have confirmed this with their save game. Would anybody have an idea what the problem is? I saw the posts. I don't have any saved data where I am learning Shadow Servant so I can't confirm the error. When I looked at the mod in Fmodel it was just meshes and textures and didn't seem to affect the system. I have no idea why the error occurs as it is not a mod I created. Perhaps there is an error message, so why not take a screenshot of the error screen and search for the error message? The error message may show the name of the asset that caused the error and its path. Translated with www.DeepL.com/Translator (free version)
Myrkk Posted January 19, 2025 Posted January 19, 2025 4 hours ago, oppaiman said: I saw the posts. I don't have any saved data where I am learning Shadow Servant so I can't confirm the error. When I looked at the mod in Fmodel it was just meshes and textures and didn't seem to affect the system. I have no idea why the error occurs as it is not a mod I created. Perhaps there is an error message, so why not take a screenshot of the error screen and search for the error message? The error message may show the name of the asset that caused the error and its path. Translated with www.DeepL.com/Translator (free version) They have uploaded a save game if you want to try. The error message is simply: "Fatal Error" - it does not specify an asset/path or anything like that. Unless they are logs somewhere? I have searched on Google for the error message, but did not find much unfortunately. I am just not sure where to even start regarding this. It seems to affect all my mods too... but not others I've tried like ALMIA or even Jmedia7 nude mods. So apparently I am doing something wrong
Myrkk Posted January 19, 2025 Posted January 19, 2025 I think I found the problem. I still had "Add Leaf Bones" checked in FBX export in Armature section. I thought I had selected everything correctly and made a preset a while ago... apparently it was not correct, but never caused issues until Shadow Servant. Thank you for your answers nonetheless. Now I have to export all my mods again.. uh.
Otakugamer1412 Posted January 19, 2025 Posted January 19, 2025 do you have list character id with names
chen380099 Posted January 20, 2025 Posted January 20, 2025 Can I change the hair color of all characters? Will it be published on Nexus?
oppaiman Posted January 20, 2025 Author Posted January 20, 2025 15 hours ago, Otakugamer1412 said: do you have list character id with names I have a collection of folder names containing character meshes and textures. (Example) NB001_000 Heavy Infantry NB002_000 Light Infantry(M) NB003_000 Light Infantry(F) Yeah, it would certainly be better to have it all together, even the character names. But that would be very time consuming ...
Myrkk Posted January 25, 2025 Posted January 25, 2025 On 1/18/2025 at 2:32 AM, oppaiman said: How to use material instances preparation (If you can understand it just by reading, skip the preparation and move on.) Reveal hidden contents We will use the Vagabond class as an example. If you want to try out the tutorial, create a Vagabond Cat (SK_NB028_001) and a Beaver (SK_NB028_002). I didn't mention this in the tutorial, but the folders after the 2nd character in the class are not the same as the 1st character. Please check with Fmodel to see what is needed. Change the hair color of the 2nd character in the Vagabond class, Beaver, to purple. When I check the beaver's folder in Fmodel, NB028_002, she has no hair material. The beaver is set to reference the Cat's hair material “MI_NB028_001_Hair”. To change only the beaver's hair color without changing the cat's hair color, use a material instance. Once the model is complete, create a texture for the hair with the color changed. Copy Cat's T_NB028_001_Hair_BC and change the color using paint software. Paint software is available for a fee, such as Photoshop, and for free, GIMP and Paint.net. Drag the created texture to UE4 and import it. Creating material instances Reveal hidden contents Double-click on the Cat's hair material MI_NB028_001_Hair to open its properties. Right-click on the texture sample node with the base color texture and select “Convert to Parameters”. Then a column called “Parameter Name” will appear. Change the parameter name to the same as the original material. Open the material MI_NB028_001_Hair for Cat's hair in Fmodel. There is a section where texture settings are described, so please set them in the same way. The parameter name for T_NB028_001_Hair_BC is Mat0_BaseColorTexture. If it is wrong, it will not be reflected in the game, so please copy-paste it. If you are changing only the base color, simply set only the base color texture. Save and return to the original screen. Right-click MI_NB028_001_Hair and select Create Material Instance. Create Material Instance can be given any name different from the original material. Placement location is also optional. Material Instance Settings Reveal hidden contents Next, copy your modified texture and rename it differently from the original. This time we named it T_NB028_001_Hair_BC_inst. Double-click MI_NB028_001_Hair_Inst. Check Mat0_BaseColorTexture in the upper right corner. You can then change the texture on the right. Change the texture to the texture you have prepared (in this case T_NB028_001_Hair_BC_inst). Save and return to the original screen. Change Referenced Material Reveal hidden contents Open beaver skeletal mesh SK_NB028_002. Change the reference material for the hair material slot MI_NB028_001_Hair to MI_NB028_001_Hair_Inst in the pull-down. Save and return. Set chunks in SK_NB028_002 and MI_NB028_001_Hair_Inst and T_NB028_001_Hair_BC_inst. Do not chunk original materials or textures. Start the game and check it. Only the color of the beaver could be changed without changing the color of the cat. Material Instance Restrictions Reveal hidden contents It is not possible to use more material instances. Example1 Character 1 Original Material Character 2 Material instance 1 created from Original Material Character 3 Material instance 2 created from Original Material Example2 Character 1 Original Material Character 2 Material instance 1 Character 3 Material instance 2 created from Material instance1 In these cases, the game will not reflect the character 3 material instance and no textures will appear. Do you know how to connect CM and LM textures as well?
ALALALFA Posted January 25, 2025 Posted January 25, 2025 (edited) このようなチュートリアルがあることに最近まで気づいていませんでした。編集にはさぞかし労力がかかっていることと思います。お疲れ様です。 私も現在、uaassetを直接編集する方法を探しています。いくつかのソフトを試してみましたが上手くuaassetを取り出せませんでした。 正直あまりこの手のことに詳しいわけではないので、なにかご存じの方がいらっしゃればご教授いただけると助かります。 9 hours ago, Myrkk said: Do you know how to connect CM and LM textures as well? The node connection for the base material can actually be connected anywhere; whether you connect Mat0_NormalTexture to the base color or Mat0_ARMTexture to normal, it will work correctly because this material is not part of the mod. This means that in addition to the above tutorial, you can apply a texture by connecting any node with the following name anywhere. FaceMask0_MaskTexture Rim_BaseColor In extreme cases, a connection like the one in the image will also function correctly. Edited January 26, 2025 by ALALALFA
oppaiman Posted January 26, 2025 Author Posted January 26, 2025 (edited) This is a tutorial for those who don't know how to make mods, but I made it with the main purpose of exchanging information on mod creation. Anyone who knows how to do this, or has questions, feel free to write. As for the rim textures, I didn't know how to use them, so thank you very much. I would like to know how to do it, because if it is possible to edit the uasset directly, it will open more possibilities to change the model. Translated with DeepL.com (free version) Edited January 26, 2025 by oppaiman
Myrkk Posted January 26, 2025 Posted January 26, 2025 21 hours ago, ALALALFA said: このようなチュートリアルがあることに最近まで気づいていませんでした。編集にはさぞかし労力がかかっていることと思います。お疲れ様です。 私も現在、uaassetを直接編集する方法を探しています。いくつかのソフトを試してみましたが上手くuaassetを取り出せませんでした。 正直あまりこの手のことに詳しいわけではないので、なにかご存じの方がいらっしゃればご教授いただけると助かります。 The node connection for the base material can actually be connected anywhere; whether you connect Mat0_NormalTexture to the base color or Mat0_ARMTexture to normal, it will work correctly because this material is not part of the mod. This means that in addition to the above tutorial, you can apply a texture by connecting any node with the following name anywhere. FaceMask0_MaskTexture Rim_BaseColor In extreme cases, a connection like the one in the image will also function correctly. I understand the original material connections are ignored, but if I make a material instance, does it matter then how they are connected? OR only the parameter name and the associated texture is important?
Myrkk Posted January 26, 2025 Posted January 26, 2025 (edited) On another note. Anyone knows why this happens? https://youtu.be/UV_q8deqAgg I swear, I'm cursed with the most obscure issues lately. Edited January 26, 2025 by Myrkk
oppaiman Posted January 27, 2025 Author Posted January 27, 2025 14 hours ago, Myrkk said: 別の話ですが、なぜこんなことが起こるのか知っている人はいますか? https://youtu.be/UV_q8deqAgg まず先に言うと、最近、非常にわかりにくい問題に悩んでいます。 When using Eulogy, is it also invisible only during the technique? If so, you may not have pressed apply after scaling the character in the modeling tool. If you did not press apply, the size of the character will revert back to before scaling only during certain techniques. For instructions on how to press apply after scaling, see the first page of this thread. “Edit 3D models in Blender” in Step 3: Import psk. Translated with DeepL.com (free version)
Myrkk Posted January 27, 2025 Posted January 27, 2025 (edited) 4 hours ago, oppaiman said: When using Eulogy, is it also invisible only during the technique? If so, you may not have pressed apply after scaling the character in the modeling tool. If you did not press apply, the size of the character will revert back to before scaling only during certain techniques. For instructions on how to press apply after scaling, see the first page of this thread. “Edit 3D models in Blender” in Step 3: Import psk. Translated with DeepL.com (free version) Actually yes, I have the same problem with Eulogy. I don't understand because I always do Apply scale! Is there a specific order/selection of mesh versus Armature I must do that I might be doing wrong? Edited January 27, 2025 by Myrkk
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