Myrkk Posted January 27, 2025 Posted January 27, 2025 (edited) I checked the tutorial again. I started over from scratch with Light Infantry. Did all the steps correctly, especially paid attention to the scaling part. Still same problem. With both Eulogy and Reverse Delta. Here are the steps I do: I import all GITF I delete all morph armatures. I rename the remaining morph meshes with script. I join them as Shapes to the body mesh, then I delete all morph meshes. I click top armature + S + 100 + enter Then CTRL + click the Mesh and I do object + apply scale Then delete the armature Then import PSK Delete mesh from PSK Click mesh + CTRL + armature + armature deform From there I usually delete the superfluous armature modifier and rename the original modifier (removing the .001) <- I also tried leaving both modifiers there with no change After that I rename the materials to their correct names, do whatever modification I want to the model, then export FBX using the settings mentioned in the tutorial By the way, I do not understand why we do not just scale the mesh instead of the armature, since we are deleting the armature anyway? That would save a step no? Then again, with the bug I'm having I do know what I'm doing wrong. EDIT I did more tests. I imported only the PSK file, no GITF, so there should be no scaling issues. The face expressions are gone, of course, but believe it or not I have the same model disappearing problem. I'm wondering if it's something in UE4.27 that I'm doing wrong now. I realize that all my tests have been on second or third models, never first so far because of where I am in the game. Can you elaborate on what you do *exactly* for second and third models? Right now I create the same folders, material, mesh, texture (no AnimInstance) I import FBX into the mesh folder, but before I click Import I select the *existing* skeleton. Is that correct? I then modify the mesh to choose the original Eye & Body materials (this might not be necessary?) so I can delete the new ones that were created automatically. I also put in the post processing with the ABP_NB003_001 (I do not create a new one). I rename the Physical Asset PhAT_NBxxx I put a chunk on the mesh Then click save all and build windows x64. Am I missing a step? Edited January 27, 2025 by Myrkk
Myrkk Posted January 27, 2025 Posted January 27, 2025 (edited) I FOUND THE PROBLEM!!! I almost can't believe it. All this time, for 002 and 003 models, I was simply renaming the PhysicsAsset file, say SK_NB003_002_PhysicsAsset to PhAt_NB003_002 - SK_NB003_003_PhysicsAsset to PhAt_NB003_003, etc. Checking Fmodel again, I noticed that there is no PhysicsAsset files for 002 and 003... so I simply edited SK_NB003_002 to use PhAt_NB003_001 and bingo. Problem solved. Could you PLEASE add this to the tutorial? I can't be the only one that's dumb like this Edited January 27, 2025 by Myrkk
pene4562 Posted January 30, 2025 Posted January 30, 2025 I was surprised that this character was quite chest shaking. 2
oppaiman Posted January 30, 2025 Author Posted January 30, 2025 (edited) 2 hours ago, pene4562 said: I was surprised that this character was quite chest shaking. Excellent. When I saw this post, I immediately went to the 3rd floor of Avalon to check it out. The women who work at Avalon dress hot. Edited January 30, 2025 by oppaiman
oppaiman Posted January 30, 2025 Author Posted January 30, 2025 On 1/28/2025 at 7:28 AM, Myrkk said: I FOUND THE PROBLEM!!! I almost can't believe it. All this time, for 002 and 003 models, I was simply renaming the PhysicsAsset file, say SK_NB003_002_PhysicsAsset to PhAt_NB003_002 - SK_NB003_003_PhysicsAsset to PhAt_NB003_003, etc. Checking Fmodel again, I noticed that there is no PhysicsAsset files for 002 and 003... so I simply edited SK_NB003_002 to use PhAt_NB003_001 and bingo. Problem solved. Could you PLEASE add this to the tutorial? I can't be the only one that's dumb like this Since the tutorial is the final emperor, there may be others who don't know how to make the second and third characters as you suggest. I will be adding a tutorial to the write up. In all cases probably, what you need in the second and third character's folder is different from the first character's folder. You can work with Fmodel to see what files are needed in what folders, or in my case, I make these blueprints before I make the mods. It takes about 5 to 10 minutes, but it is easier than making a mistake and later looking for the source of the mistake. It is difficult to write everything down about which files are needed in which folders. This is a summary of the folders and file names for the dancer class, but the textures for Licorice's eyes are placed in NB037_001, not in the common folder. But the material is placed in the common folder, just like the other characters. Many characters have this kind of special placement, so you need to check it every time. I have been asked if it is possible to create and upload such a compilation of folder and file names. However, I do not intend to do so. It would take too long and be too much of a burden for me.
Myrkk Posted February 1, 2025 Posted February 1, 2025 They can just use FMODEL or UASSET to find that information. I should have done so myself instead of assuming every model had its own physics asset file actually.
pene4562 Posted February 7, 2025 Posted February 7, 2025 The way the bust swings is very realistic. 1
Tigrex177 Posted April 27, 2025 Posted April 27, 2025 On 2024/11/23 at PM2点04分, oppaiman said: 使用虚幻引擎 4 如何安装虚幻引擎 4.27 隐藏内容 安装 Epic Games Launcher。 https://store.epicgames.com/en-US/download 启动 Epic Games Launcher 后,按下左侧选项卡上的 Unreal Engine 和顶部选项卡上的 Library。 按ENGINE VERSIONS就会出现,按5.50▼,改成4.272,按安装。 指定安装位置并按选项。 取消选中“核心组件”以外的所有内容,然后按“应用程序”。 按下“安装”。 这需要时间,所以我会喝杯咖啡等一下。 创建项目 隐藏内容 启动 UE4 并创建一个新项目。 点击“Blank Project”进入下一步。 接下来,再次按“Blank”。 将“最高质量”更改为“可缩放 3D”。 通过指定文件夹和项目名称来创建项目。 项目名称可以随意,但我们选择了 NB104_000,这是包含最终皇帝数据的文件夹的名称。 语言偏好 隐藏内容 顶部菜单 → 编辑器首选项 → 左侧常规 → 区域和语言 您可以更改为您的语言。 创建文件夹 显示隐藏内容 检查 Fmodel 中所需的文件夹和排列方式。 我们将从内容的下一个文件夹开始。 在本例中,我们将从 Model 开始。 文件名必须准确。 请注意避免大小写错误和多余的空格。 导入 FBX 隐藏内容 创建完所有文件夹后,将从Blender导出的FBX拖入UE4中导入, 设置如下。 按下 Skeleton 下的 ▽。 勾选 Use to Ref Pose。 勾选 Import Morph Targets。 将 Normal Import Method 下拉菜单更改为 Import Norals。 导入全部。 将会出现一条错误消息,指出没有平滑信息,但可以忽略它。 编辑 显示隐藏内容 如果您在 Blender 中设置了纹理,它们将与 FBX 文件一起导入。 这次您需要自行导入纹理。 打开包含从 UModel 解压的纹理的文件夹,然后将纹理拖放到 UE4 中的此屏幕。 图像位于为纹理创建的文件夹中,但也可以位于另一个文件夹中。 重命名资源(文件)。 在虚幻引擎中,文件被称为资源。 SK_NB104_001_Skeleton -> SK_Character_Skeleton SK_NB104_001_PhysicsAsset -> PhAt_NB104_001 右键空白处→动画→动画BP 选择如下所示的 SK_Character_Skeleton 并确定。 将动画蓝图重命名为 ABP_NB104_001。 双击骨架网格体(SK_NB104_001)来配置设置。 Double-click on the material (white circle), MI_NB104_001_Head, that appears in Material Slots. When you are in the Material Editor, right-click and type texture in the search window and press enter. Connect the RGB of the texture sample node to the base color of material MI_NB104_001_Head. Press the Texture pull-down in the Material Expression Texture base and select a texture with the same name as the material name. There are multiple textures with the same name, select the one with _BC at the end of the texture name. Delete the Param that was there from the beginning. Save and return by pressing the X in the upper right corner. Double-click on the skeletal mesh (SK_NB104_001), and the face image will be pasted and colored. Repeat this process. The material for the eyes is MI_CE00_28 and the texture is T_NB104_001_Eye_00_CM. The 3D model in this game has meditated eyes by default, so the eye textures will not be visible. In the Morph Target Name tab on the right, enter 1 for the Facial_Eye_Opne weight. The eyes will open and you will be able to see that a texture has been applied. Set the other materials. The body material is MI_CB02_01 and the texture is T_CB00_02_Body_CM. The colors of the body and eyes may look a little strange. In the game they look correct. Scroll down the Asset Details bar on the left and press the Post Process Animation pull-down for the skeletal mesh. Select ABP_NB104_001 (Animation BP). Once saved, use the X in the upper right corner to return. 移动资产 显示隐藏内容 The folders on the left can be expanded in a tree format by clicking on them. Drag the asset you want to move and drop it at the folder on the left. SK_Character_Skeleton Game/Model/Common/Skeleton CB02_01 Game/Model/Common/Material/Body/Female/Material T_CB00_02_Body_CM T_CB00_02_Body_N T_CB00_02_Body_LM T_CB00_02_Body_ARM Game/Model/Common/Material/Body/Female/Texture ABP_NB104_001 Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/AnimInstance SK_NB104_001 PhAt_NB104_001 Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Mesh All other materials Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Material All other textures Game/Model/NormalCharactor/Body/NB104_000/Child/NB104_001/Texture 为了将头发颜色改为杰拉德的颜色,头发纹理 T_NB104_001_Hair_BC 被替换为颜色改变的纹理。 打包项目 显示隐藏内容 Pack it in .ucas format using a function called IOStore to make it a mod. Change the following settings Edit at the top→Editor Preferences→Experimental Phase→User Interface Check Allow chunk ID assignment Edit at the top→Project Settings→Packaging Check Use pak files Check Use IoStore Check to generate chunks Edit at the top→Project Settings→Game→Asset Manager→Press △ for the primary asset type to be scanned→Press △ for 1. Press △ for Rules. Enter 1 for Priority. Enter any number other than 0 for Cunk ID. In this case, I entered 104. Press the X in the upper right corner to return. Return to the editor screen, right click on the file to be modded → Asset Action → Assign to Chunk. Enter the chunk ID you set. This time, set the chunk ID to SK_NB104_001 for the mesh and T_NB104_001_Hair_BC for the texture. Export in a file format that can be used in games. Top menu File→Package Project→Supported Platforms→Check Windows only. Use the X in the upper right corner to return. File from top menu→Save All Top menu File→Package Project→windows 64 bit Specify where to export What could be the reason that there is no option to import Mesh when I import models in my UE4?
Tigrex177 Posted April 28, 2025 Posted April 28, 2025 On 2024/12/12 at PM9点40分, oppaiman said: KETINBO1111さん、こんにちは。 ごめんなさい、チューtoriaruに不备がありました。 チューtoriaruの手顺でsukuriputoo使うとマテriarusurotto名の最后に.001がついてしまいます。 (画像の赤线のところです。) マテriaarusurotto名はデfuォルトのマテriaル名と一致する(な文字がついていいない)必要があります。 试しにBlenderでマテriaル名に.001をつけて検证したら再现ができました。 sukuriputo使う手顺の场合はrimネームした后にマテriaル名の最后の.001を削除する必要があります。 それか、お手数ですがCtrl+F2の名前を一括変更を使う手顺でrimeーム前からやり直してみてください。 もしそれでもうまくいかない场合は远虑しないでまた质问してください。 チューtoriaruの该当部分は修改しておきます。 Can you tell me how you slove it, because I encountered the same problem as you.
oppaiman Posted May 1, 2025 Author Posted May 1, 2025 On 4/28/2025 at 1:30 AM, Tigrex177 said: What could be the reason that there is no option to import Mesh when I import models in my UE4? Hi. When importing a model in UE4 Drag and drop the FBX exported in Blender inside the UE4 content browser.
oppaiman Posted May 1, 2025 Author Posted May 1, 2025 On 4/28/2025 at 4:38 PM, Tigrex177 said: Can you tell me how you slove it, because I encountered the same problem as you. If the material name ends with .001, modify the material name in Blender. After starting Blender, press Ctrl+F2 to open Batch Rename. Set the following and press OK. Check All Change the upper right pull-down to Materials Type Find/Replace Find .001 Replace (blank) After saving, import the FBX into UE4. The .001 in the material name should be gone.
rinneesan Posted May 3, 2025 Posted May 3, 2025 MOD作成のマニュアルありがとうございます。 いくつかお聞きしたいことがあります。 ゲームデータのモデルを一から改造するのではなく、既存のMODに手を加えたい(乳揺れの無いモデルに揺れを追加したい)場合はどのような手順で行えばよいのでしょうか? 基本的にはマニュアル通りに行っていけばいいのでしょうか? またMODから一部データをエクスポートして使用した後元のMODに統合して、元のMODと同じ構造のMODにできるものなのでしょうか? Thank you for the manual on creating MODs. I have a few questions. If I want to modify an existing MOD (add breast jiggle to a model that doesn't have it) rather than modifying the game data model from scratch, what steps should I take? Should I basically just follow the manual? Also, is it possible to export some data from a MOD, use it, and then integrate it back into the original MOD to create a MOD with the same structure as the original MOD?
tigers Posted June 9, 2025 Posted June 9, 2025 4 hours ago, pene4562 said: Is there a demand? Yes pls! 1
pene4562 Posted June 10, 2025 Posted June 10, 2025 It is not finished yet, and there are problems with other mods, so please wait for a while. Sorry for the machine translation. 1
pene4562 Posted June 14, 2025 Posted June 14, 2025 I made a simple mod. The chunks are 275 and 276. The bones and weight paint are almost unprocessed, so the hair might be a little strange. Thanks for watching. Sorry for the machine translation. Orieve dancers.7z finalemperor_swimsuit.7z 4
aarrd Posted June 19, 2025 Posted June 19, 2025 初めまして ここにあるチュートリアルを参考にしてメッシュをいじって作ってみたのですが、ゲームで動かすとT字ポーズのまま動きません。 chunkはMeshとanimBPに割り当てて、フォルダもそれぞれチュートリアル通りに配置しているのですが、分かりません。 割り当てをMeshだけにするなどしても上手くいきません。 設定が何かおかしいのでしょうか?
aliceInTheSky13 Posted June 28, 2025 Posted June 28, 2025 On 6/19/2025 at 9:51 PM, alecthandra said: 初めまして ここにあるチュートリアルを参考にしてメッシュをいじって作ってみたのですが、ゲームで動かすとT字ポーズのまま動きません。 chunkはMeshとanimBPに割り当てて、フォルダもそれぞれチュートリアル通りに配置しているのですが、分かりません。 割り当てをMeshだけにするなどしても上手くいきません。 設定が何かおかしいのでしょうか? 私も最終皇帝のマントを削除してなどで試してみようとして挫折したのですが、 下記のようなものを見つけました。参考になりませんか?
pene4562 Posted July 22, 2025 Posted July 22, 2025 It's still in the prototype stage, but we're testing 2B costumes.
pene4562 Posted July 27, 2025 Posted July 27, 2025 Sorry for the machine translation. Somebody please tell me. Materials added in the unreal engine are not reflected correctly. This is strange in FMODEL, but the texture is reflected. I just want to see a 2B butt with the emperor. The model is an XPS model of combathasbeenevolved. I am attaching the FBX and texture of SK_NB614_001, so please let me know. SK_NB614_001_2B.7z
pene4562 Posted August 5, 2025 Posted August 5, 2025 Sorry for the machine translation. Next year, the movie "Expulsion from Paradise" will be released, and the main character is like Cat, so I made it. I don't know how to add materials yet. I really need someone to help me. 1
aarrd Posted August 24, 2025 Posted August 24, 2025 On 6/28/2025 at 3:15 PM, aliceInTheSky13 said: 私も最終皇帝のマントを削除してなどで試してみようとして挫折したのですが、 下記のようなものを見つけました。参考になりませんか? レスありがとうございます。回答が遅くなり申し訳ありません。しばらく忙しくてMOD作成はお休みしていました。 この手順も勿論確認しましたが、今の所Tポーズになる原因がBlenderなのかUEなのかが分からず苦労しています。 改めてやってみましたがやはりTポーズのままになってしまいます。 マテリアルやテクスチャの割り当てなどは問題無く反映されるのに、Tポーズだけが反映されません。
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