D4v3D4v3 Posted May 14, 2025 Posted May 14, 2025 Hello, have modded CK3 a little bit prior (just custom mods for self, and mostly by using Notepad++), and have a little bit of experience of editing graphics with Blender. Thought I would make a small custom mod to make just a few minor changes to some apparels by simply deleting the vertices of parts I want gone. However, by just deleting the undesired part in Blender (using IO PDX Mesh for import/export), this alone does not seem to do the job. In the game, sometimes nothing happens, and sometimes everything is gone (i.e. naked, not what I want - at least not this time around, at least not fully naked), occasionally with distorted featured (mostly, but not entirely around/near areas of the deleted vertices). Help please? What do I need to do to make this work in game as desired in addition to just deleting vertices in Blender (i.e. so that features removed in Blender are also gone in game, everything else is as before, and no distorted bodies)? Thanks!
D4v3D4v3 Posted May 14, 2025 Author Posted May 14, 2025 Can also add that I made the same changes in Blender for all variants (e.g. EXAMPLE_bs_bust_max, EXAMPLE_bs_bust_min etc.), deleting the same vertices, so not due to me forgetting this...
csirke128 Posted May 14, 2025 Posted May 14, 2025 3 minutes ago, D4v3D4v3 said: Can also add that I made the same changes in Blender for all variants (e.g. EXAMPLE_bs_bust_max, EXAMPLE_bs_bust_min etc.), deleting the same vertices, so not due to me forgetting this... Hi, you are probably better of just redoing everything when editing clothing. The blendshapes need to have the same number of vertices AND in the same order, as the main mesh. If you remove vertices from the mesh, or a single blendshape, you need to make the same changes everywhere else. Vertex ordering can get out of whack, so sometimes you just need to redo all the blendshapes to be sure it won't be an issue. The main issue that causes invisible clothing, is that the body shape is not set to be the same as the asset file: pdxmesh = { name = "f_legwear_sec_afr_nob_01_mesh" file = "f_legwear_sec_ccp1_african_nob_01.mesh" meshsettings = { name = "f_legwear_sec_afr_nob_01Shape" index = 0 And if I open the mesh file in a text editor: @@b@!�pdxasseti� � [object [[f_legwear_sec_afr_nob_01Shape [[[mesh !�pf�% źđŚÁWáŁBăü�Á‹�ŽÁNçžB]a Á�zVÁÔăťBń®SÁ~�0A%»�A…��ŔőĘ(A ‘GA[±ÓżÁJ4A!vG So the part "f_legwear_sec_afr_nob_01Shape" needs to match. If you load the same shape into blender again and again, it will start adding .001, .002 and so on to the end of the name, so maybe thats why it mismatches. Another thing to note, is when you load a mesh to blender, it will have some duplicate vertexes where the UV map has seams. The plugin might also try split the mesh into further vertices on save, based on normals as well, unless you use the blendshape option during save. The reason this might be important, is lets say you have a mesh, the mesh has a seam, but the normals are the same, so maybe the plugin doesnt try to split these. Then you do some changes, and move the vertexes away, or change the normals, now when you save, blender needs to make more vertices, so now the vertex count might not be the same as the original. So either, try merge up the vertices at the start with merge by distance (this might not be desired if the mesh has some sharp edges), and then save out with blendshape option, or just save out all the blendshapes again, that way you can be a bit more sure the vertex count is the same. I think the safest way to do it, is to load the base mesh into blender, then load each blendshape, and use the MeshDataTransfer plugin to transfer the blendshapes as shapekeys to the main mesh, using UV search. After you are done, merge the vertices by distance if it makes sense, and do the changes you want to make. Then save out the mesh with the skeleton, with the blendshape option set during save, and then save out the blendshapes without the skeleton and the blendshape option set. I started also doing recalculate normals when saving out each mesh, maybe its not that noticable tho. For saving out from blender and using shapekeys, you have Ubers tutorial on youtube 1
D4v3D4v3 Posted May 15, 2025 Author Posted May 15, 2025 Thanks for the detailed suggestion! Will try this out, hopefully it works...
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