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Posted (edited)

Tifa ND

 

image.thumb.png.2d8dc91b1070beb48016f0b1c87e58bb.png

 

Looks good for now except for the following things before I finish the port:

 

image.png.2d7dc92ad2c8d187dc85ff41c2a2a64d.png

 

Boobs physics are wrong and break the boobs due to the weight paint being distributed differently into the newer mesh.

I've tried many things and I noticed that the mods with successfull bouncy booby physics use the same skeleton and weight paint distribution as the original Tifa ND. The problem is that this skeleton has just around a little more than 400 bones, while the skeleton from the standard model (which has to be used for the new model to be able to move) has more than 500. So when I try to fusion the skeletons to add the bones that control the booby bounciness, Unreal Engine gives me an error saying that the merge cannot be done. For the times when I didn't receive the error message, Tifa was positioned underground in-game. I also tried to create an animation with springs in Unreal, but it doesn't work (likely, the tutorial was insufficient, and I don't know any better lol).

 

Also, I'm figuring out the textures, which in the worst case, I will do by trial-and-error, following how imported materials implement their texture order.

 

It's been fun messing with Blender. "Sculpting" vertex by vertex (more accurately, editing), made me feel as if I was playing one of those ancient Star Wars games with vector graphics, lol. 

 

Please Mod Masters! Any tip from you will save this humble Blender peasant thousands of years🙏.

Edited by pepejpn
Posted
On 5/24/2025 at 12:15 AM, pepejpn said:

Tifa ND

 

image.thumb.png.2d8dc91b1070beb48016f0b1c87e58bb.png

 

Looks good for now except for the following things before I finish the port:

 

image.png.2d7dc92ad2c8d187dc85ff41c2a2a64d.png

 

Boobs physics are wrong and break the boobs due to the weight paint being distributed differently into the newer mesh.

I've tried many things and I noticed that the mods with successfull bouncy booby physics use the same skeleton and weight paint distribution as the original Tifa ND. The problem is that this skeleton has just around a little more than 400 bones, while the skeleton from the standard model (which has to be used for the new model to be able to move) has more than 500. So when I try to fusion the skeletons to add the bones that control the booby bounciness, Unreal Engine gives me an error saying that the merge cannot be done. For the times when I didn't receive the error message, Tifa was positioned underground in-game. I also tried to create an animation with springs in Unreal, but it doesn't work (likely, the tutorial was insufficient, and I don't know any better lol).

 

Also, I'm figuring out the textures, which in the worst case, I will do by trial-and-error, following how imported materials implement their texture order.

 

It's been fun messing with Blender. "Sculpting" vertex by vertex (more accurately, editing), made me feel as if I was playing one of those ancient Star Wars games with vector graphics, lol. 

 

Please Mod Masters! Any tip from you will save this humble Blender peasant thousands of years🙏.

I may be only a novice and don't have any direct advice, but I'm definitely gonna try to help you troubleshoot it. 

 

Someone with a skeleton merge problem found a solution of the root bone having the wrong name (ie: "root.001") because there was already another bone of the same name.

 

"Apparently when exporting .FBX and extra bone simply named after the mesh is added as a parent to the mesh and skeleton."

 

"With Blender: Deleted the bone that was the same name as the file. Next, scaled it down by 0.01 and no rotation was needed, exported with no issues."

 

"The skeletal mesh being imported may have a bone hierarchy that doesnt match the skeleton in unreal engine. Ensure that bone names and hierarchy in your 3d modeling software exactly match those of the target skeleton in UE"

 

Make sure all vertices are appropriately skinned to valid bones, and no vertices are weighed to non-existent bones in the target skeleton.

 

"Incorrect bone weights, skinning issues where vertices are weighed to bones that don't exist in the target skeleton can lead to this error."

 

Using outdated or mismatched versions of UE and the 3d modeling software can lead to this issues.

 

Found this long tutorial playlist complete character tutorial. It's 22 videos long, I'm learning how to use blender through it. He covers eyes, textures, weight mapping etc... An anime girl from scratch to complete. I have only just started it, but maybe if you skim through it, you might find something like Tifa's iris filling the whole eyeball, maybe in there.

 

 

Posted (edited)

@mbk6452 Thank you!!!

 

 

I've seen threads in forums from the past by people who work with Unreal Engine complaining about this kind of issue with skeletons. Nonetheless, the Tifa Miko port has the Tifa ND skeleton implemented correctly for the bounciness, so it's possible. This model uses two of the spine bones vertex group to pull up and down weight from the breast, each managing half of the mesh's boob part, these being the upper boob and under boob. At the same time, the whole boob (the same two upper and under parts but together now) have their own vertex groups (left and right boob) with it's own weight.  The vanilla model that comes from the untouched game also does this same thing with the weights and vertex groups, with the difference that they cover the parts where Tifa has her clothes (suspender, bikini, etc), and also they cover way less surface due to the boob reduction that  SquareEnix made to her. Seeing this, I followed one tutorial that showed the correct booby weight distribution for perfect booby bounciness: more weight at the nipple (the furthest part of the breast from the body) to make that part more bouncy compared to the rest of the boob. 

 

Here, a couple of screenshots to show this, the one with the red niple part is the correct one for perfect bounciness, the other with green weight paint is the how it comes with the game and that's why the boob breaks in half during animations.

image.png

image.png

 

This is was I was up to learning (fighting with blender, lol), I Frankensteined a new THICC version of the Tifa ND mod. It will be ready once I figure out the bouncy physics and textures.

image.jpeg

 

This is how the THICC version looks (Miko Tifa port for the butt part Frankensteined with Tifa ND for the boobs part; the best butt and the bests boobs togetha'!).

 

image.thumb.png.da9b461af58bd4b9201bb4ab99fc8a35.png

 

image.thumb.png.03ec0fceb4dad14e58253a47030b287c.png

 

The vanila "official" game physics are not enough for Tifa's real (and canonical) boob size. I vehemently believe that making Tifa's boobs bigger and bouncy is not modding, it's a correction. SquareEnix was the one who modded Tifa to a smaller size.

Edited by pepejpn
additions
Posted
3 hours ago, pepejpn said:

@mbk6452 Thank you!

 

 

This is how the THICC version looks (Miko Tifa port for the butt part Frankensteined with Tifa ND for the boobs part; the best butt and the bests boobs togetha'!).

 

The vanila "official" game physics are not enough for Tifa's real (and canonical) boob size. I vehemently believe that making Tifa's boobs bigger and bouncy is not modding, it's a correction. SquareEnix was the one who modded Tifa to a smaller size.

WOW its coming along amazingly and making it even better with the BUTT you're doing itttt

Posted

@Legendary_Sensations I didn't make the BUTT, Niya Khalifa made it, and Kazushiro made the boobs. It's their mods, Miko Tifa and Tifa ND. I'm just an average Joe without any prior Blender experience, who put these mods together using the "Frankenstein" method.

Credit where it is due!

Posted
1 hour ago, pepejpn said:

@Legendary_Sensations I didn't make the BUTT, Niya Khalifa made it, and Kazushiro made the boobs. It's their mods, Miko Tifa and Tifa ND. I'm just an average Joe without any prior Blender experience, who put these mods together using the "Frankenstein" method.

Credit where it is due!

I am aware! They are the real deal, but it's still great you are combining the two. Keep at it!

Posted

@pepejpnnice progress, in rebirth jiggle only controlled by one bone for each part (R_Breast_a_Phy & L_Breast_a_Phy). So that bone need to cover whole side of breast, but from your screenshot it didn't cover bottom side that's why its broken in game

Posted

@hawkins85 Yes, that is exactly the case for the boob in that screenshot. The screenshot with the red/orange/yellow/green parts from the nipple area that produces better jiggly covers the entire boob, like in the mods with correct jiggly. When I painted the weight this way, it worked, but it is not noticeable unless you stop to look for it due to the lack of extra jiggle when Tifa walks (I painted just one boob this way to compare, original weight boob is "control" boob lol).

 

There is a whole set of bones around Tifa's boobs in the original Tifa ND (called something"Ribbon") that help with the jiggle, but UE  has the merging skeleton issue. Maybe I can replicate the jiggle using the weight controlled by the existing Spine bones groups, so I won't have to deal with Unreal Engine things. 

 

The exact same thing happens with Tifa's hair. In the CostaClothing and CostaClothing2 models, she's got her hair in a bum with a different skeleton, which is used by the game, but Unreal gives an error when you try to use it when replacing the Costa models with your model, making you use the standard skeleton (which is for the standard hair). All this results in the loss of animation for the Costa hair models.

 

I will try again as soon as I can.

 

Posted

The BNM file in the model folder? I will look into it. A tutorial was released about that just last night!

Thank you for the clue!

Posted
On 5/26/2025 at 10:22 AM, pepejpn said:

The BNM file in the model folder? I will look into it. A tutorial was released about that just last night!

Thank you for the clue!

Would you mind sharing that tutorial please? I wanna learn as much as I can.

Posted
2 hours ago, mbk6452 said:

Would you mind sharing that tutorial please? I wanna learn as much as I can.

 

 

It's based on Expedition 33 but it should work for all Unreal Engine games.

Posted

Update: Got jiggly!

image.thumb.jpeg.861f9afd98f61e0d6e39b5d2b5d0a702.jpeg

https://www.redgifs.com/watch/completefrozensquirrel

image.thumb.jpeg.816760a7ace49b2f23a0c35b19eca2b6.jpeg

https://www.redgifs.com/watch/lavenderblushmoistturkey

image.thumb.jpeg.318e1e88efe5bc8d0e85eb27db1ff188.jpeg

https://www.redgifs.com/watch/uniqueawarediplodocus
 

Finally, jiggly physics! I also added physics for the butt (not noticeable until I fix the weights). These are 3 short videos with their respective screenshots uploaded to RedGif. Never mind the animation and texture errors with the hair and eyes; this is a prototype to show the advancement.

Next, fixing materials and textures (learning, following tutorials), and fixing the weights for the jiggling animations.

I hope I don't encounter anything too difficult to figure out next, so I can finish as soon as possible.

Posted
1 hour ago, pepejpn said:

Update: Got jiggly!

image.thumb.jpeg.861f9afd98f61e0d6e39b5d2b5d0a702.jpeg

https://www.redgifs.com/watch/completefrozensquirrel

image.thumb.jpeg.816760a7ace49b2f23a0c35b19eca2b6.jpeg

https://www.redgifs.com/watch/lavenderblushmoistturkey

image.thumb.jpeg.318e1e88efe5bc8d0e85eb27db1ff188.jpeg

https://www.redgifs.com/watch/uniqueawarediplodocus
 

Finally, jiggly physics! I also added physics for the butt (not noticeable until I fix the weights). These are 3 short videos with their respective screenshots uploaded to RedGif. Never mind the animation and texture errors with the hair and eyes; this is a prototype to show the advancement.

Next, fixing materials and textures (learning, following tutorials), and fixing the weights for the jiggling animations.

I hope I don't encounter anything too difficult to figure out next, so I can finish as soon as possible.


did you use bnm edit? or adding spring bones?

Posted

@hawkins85 Nothing like that. I just added an animation blueprint (with spring controls) on the boob bones. You have to right click on the mesh (not on the panel like I was doing because UE won't assign it to the mesh correctly), then click on "create, animation blueprint".

I figured that this had to be it because I picked in a mod with succesful jiggly animation, and it had the extra file "PC003_00_Skeleton_AnimBlueprint.uasset" as shown in the screenshot below, and that blueprint file is missing in the rest of the unmodded models pak files and folders.

image.jpeg.a2da8ecce3d38815d49be19b12273134.jpeg

 

The confusing part was that Unreal Engine doesn't show the animation working in the preview/simulation, so you have to read the output log to know that the animation compilation succeeded, as shown in the following screenshot. It took me 84 years to realise this because all the tutorials show Unreal Engine working with previews, simulations, and all, but not this Final Fantasy Rebirth custom Unreal Engine. Now you know it.

image.png.95b1419914bc7ccbcdc677e977957213.png

 

This is all the feedback from Unreal Engine that you will get. You will only know that it worked once you cook the pak file and try it in the game. Which is a pain because you will need to adjust the physics and material strechting values or the boobs will go crazy when Tifa does a sudden movement:

 image.thumb.jpeg.bf5e2c0d0d5b875508f476fd5da969b3.jpeg

 

All there is to do now is experiment and watch how the boobs react to te different animations and cutscenes.

Posted
On 5/13/2025 at 7:46 AM, pepejpn said:

Tifa ND by Kazumashiro port Progress!

 

image.thumb.png.72bbaa11ea974ecf6bcb91ed7c981e5a.png

 

So, messing for a couple of days, I was able to port it for the first time ever. I need to fix the skeleton for the animations to work and figure out the details for her textures, especially her eyes (now her pupils are huge, she's got gorilla/vampire eyes).

Fixing her neck where it joins with her head won't be difficult.

Regarding the texture images, right now I'm just guessing for the name code of the image files, for example: Tifa_skin_N = Detail normal, Tifa_skin_C = Color, Tifa_Skin_O = Occlusion (?).

If any of the more experienced dudes here would be so kind as to tell which image texture goes into which value parameter for the materials in UE, or share a tip on how to recognize where they go according to their color (purple images, red and bleck, etc), it would be great. Once the process is done, it won't be difficult to modify her shape and experiment further with pumping mods lol.

You are my hero !

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