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[DOA5LR] Pose Fix tool & Tutorials


Harry Palmer

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Pose%20Fix.jpg

 

Pose Fix 

 

'Pose Fix' is a tool for fixing model's pose by giving uniformed weight value to vertices.

And it can also change pose by giving vertex XYZ dat to TMC file, through OBJ file.

 

▼ Download Link  [Harry Palmer Tools.7z]

https://mega.nz/#F!C...MXfPRVBDgw7b56g

Password : doa5lr

 

 

 

How To Use

 

Major posing process depends on doutoku's blender plug-in entirely.

So it has to be installed before this.

http://www.mediafire.com/folder/9zi2gt8dyllaj/doa5mod - for Blender TMC(PC) Importer 0.6.0

 

 

STEP-1 : this post. 

STEP-2 : http://www.loverslab.com/topic/58880-doa5lr-pose-fix-tool-tutorials/?p=1491725

About 'Advanced Fix' : http://www.loverslab.com/topic/58880-doa5lr-pose-fix-tool-tutorials/?p=1494183

Posing Techniques : http://www.loverslab.com/topic/58880-doa5lr-pose-fix-tool-tutorials/?p=1497746

 

 

STEP-1 

 

tuto.jpg

 

 

I'm going to continue next step soon.

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Very detailed tutorials will be continued for several days..

I hope anybody can make a pose like the image on the top.

 

If there's any trouble, please report it.

 

Saaf had a problem with it, and I'm examining it whether it can also happen to other people.

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I tried your tool tonight and encounter an error when I want to choose the exported .obj :

 

post-780963-0-95071700-1457243930_thumb.jpgpost-780963-0-84658600-1457243931_thumb.jpgpost-780963-0-79980800-1457243932_thumb.jpg

 

post-780963-0-80371300-1457244046_thumb.jpg

 

Your tool is only compatible for windows 32 bits ? I can't understand the problem.

 

I tried to use it on a custom mod, not on an original TMC.

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My windows is 64-bits. 

It will be helpful if you can send me your TMC file.~

 

I guess converting "String to Single" is making errors..

But why it works fine on my pc lol..

 

 

 

This is test version for debugging.

Please test with this if previous version had problems.

 

FILE DELETED

Password is : doa5lr

 

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Can you animate (Or pose, rather.) faces with that thing?

 

The tool was made for posing the body, (at the moment) but if you want animate pose faces, is perfectly possible with the correct "static" weighting (that's how I made my previous "pornoka" tests).

 

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Great job Harry, your tool is now fixed and we can start to make creativity poses.

Wonderful tool, a must have for me.

 

6qjn.jpg

 

I hope to see more screenshots made with this tool from various people, don't be shy to give a try, possibility are huge !

 

I will do more poses later.

Thx again for the tool, I really enjoy it.

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Tested some news poses with your tool, it's fun to use.

 

On the second screenshot some parts of costume aren't attached on the costume correctly (in Blender & Neosis yes), regarding piercing on face that don't follow face movement I think it can be fixed with Advanced Mode by choosing to follow the head but I didn't tested since the piercing on face is also included with some body piercing.

 

kmye.jpg

0ul8.jpg

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STEP-2

Vertex Normal Recalculating

 

This process is essential while you doing this.

It can be unfamiliar for some people, but actually, you don't have to understand the principles of this work.

Just follow the process by rote. It can be done in few clicks.

 

Here's some explanation about about Vertex Normal for this work.

(You don't have read to this if you are not interested.)

 

 

 

 post-809156-0-59132900-1457392596.jpg

 

For most of 3D objects in 3D graphical world, when the the light source is fixed,

and when the model is rotated, the shades in the model will be changed.

 

But if you look into the model (1) and (2), you can see the face is rotated, but 

the shades in the face are exactly following surfaces of the face.

 

This happens when the Normal on the face did not changed.

Normal means direction, a direction on the surface.

The directions on the surfaces didn't followed the rotation of the model, so the shades remained static.

This can't be happened in the natural world, but it can be in 3D graphical world.

 

In (3), the Normals on the face has been recalculated,

and the shades have been adjusted according to the light source and direction of the surfaces naturally.

 

After applying pose fix to TMC model, something like (2) happens exactly,

And we are going to recalculate it to make it just like (3).

 

 

 

 

For doing this, we needed 3DS-MAX, and blender can't do this as I believe.

But thanks to timmyc, we can do this easily with his fabulous tool.

 

▼ Download Link

 

post-809156-0-79761200-1457395319_thumb.jpg

http://www.mediafire.com/download/g507vf3i4yi08c6/DOA5ObjTmcConverter_V0_4_6.zip

 

+Technical Note and Newest Version post by Timmyc.

http://www.loverslab.com/topic/50997-doa5lr-timmys-private-stash-tips-tools-updated-031616-converter-v045-transformer-v025-updated-lod-test-pack/?p=1346825

 
 

 

▼ Process

 

① Load your new "posed" TMC file, in this tool.

② Check these 3 things. "Recompute Normal Vectors",  "Smooth Seam For Overlapping Vertices With an Angle..."  and  "Auto Corrct Neck Vertices For"

③ Select "All Groups(Single OBJ)" in the TMC Mesh Group pull down menu.

④ Click 'Import' and it's done.

 

 

+ EDIT : If you have seam problem after using this, try some lower value on 'Radian'.

              about 0.200 will be enough for every cases.

 

 

And these Step 1 & 2 are all you need for this work.

Next tutorial will be about posing techniques in blender.

 

 

post-809156-0-59132900-1457392596_thumb.jpg

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Thanks for the brief yet clear explanation on what normal vectors do. I think it's helpful for those that are unfamiliar with this concept which is very important in 3D graphics and has a lot to do with shading, lighting and even things like collision detection and intersection check(in ray tracers) etc.

 

I'm glad that my tool can be of some use! :D

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@ LGMODS

I'll soon update for the mixed ones.

 

And all issues you've asked were updated in the new version.

 

[Acceptable Name]

ObjectName.001

ObjectName_ObjectName.001

 

@louis1

I believe it's a default plug-in in blender.

you can find presets in the left bottom of the screen.

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About 'Advanced Fix'

 

First of all, I've updated 'Pose Fix'.

Previous version has an error in calculating address, so may cause damaging in the file,

so please replace it with a new version. I also uploaded a sample file set of 'Posed Honoka.7z'

 

▼ Download Link  [Harry Palmer Tools.7z] - Pose Fix v 1.02

https://mega.nz/#F!C...MXfPRVBDgw7b56g

Password : doa5lr

 

And new version has "mixed" option in the advanced fix mode.

 

***************************************

 

When you fix the body with this tool, oftentimes you need to distinguish head objects  from the body.

Basically, with this tool, the body gets frozen by setting all weight values of vertices with the weight value in the neck.

So if you don't set the head objects with another value, those object will move strangely.

 

 

I uploaded a sample object. 'Posed Honoka.7z'

 

post-809156-0-97331200-1457611660.jpg

 

In this file, objects are bound to head and the body complicatedly.

 

By using Noesis you can check which object are bound to the head.

After you checking the name of the objects, you can set them in the Advanced Mode in Pose Fix.

 

> WGT_body1_5

> WGT_body1_9

 

And All hair objects are bound to head and I set them to *Head.

 

post-809156-0-93889300-1457613195.jpg

 

And there was one mixed object. 

 

> WGT_body1_a

 

In this object, some meshes are bound to head and some meshes are bound to the body.

So I set them to **Mixed. And you can set the boundary height between head and the body, by using drop-down menu.

But in this case, I didn't need to change it. (And you don't also need to think about the boundary when it is not mixed one.)

 

 

 

post-809156-0-75008100-1457614108.jpg

 

And after setting them all, I clicked Apply.

Things are done.

 

 

post-809156-0-76924400-1457625157.jpg

 

And I used Timmyc's tool to recalculate normal value. (Step 2)

In the game, the model has been posed correctly as  you see.

 

Remember that, one perfect fixing doesn't require repeated work anymore.

Once TMC has been fixed rightly, you can just pose it without checking 'fix' next time.

 

 

 

Summary

① Find 'head object'.

② And set them to * Head in advanced mode.

 

 

*****************

 

I've changed order of tutorial for some reason.

Next thing is going to be about posing techniques.

 

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Posing Techniques

 

This chapter is made of two parts.

* Manipulating

* Connecting Neck

 

Manipulating

 

post-809156-0-46983600-1457955574.jpg

 

There are some important rules and tricks for making natural human poses.

First of all, click the bone and enter the pose mode by choosing 'Pose Mode' at the bottom.

 

And it is always recommended to use 'Rotate' manipulator to move the bones.

'Local' orientation is recommend for most of cases, and 'Global' can be useful for moving shoulder bones or few more cases.

 

 

 

post-809156-0-14259100-1457955636.jpg

 

At the elbows and Knees and Hips joint, there's a tiny little extra joint for each.

After bending arms or legs, you can reshape these parts to make it more naturally, by moving those little joint.

 

 

post-809156-0-86926700-1457955712.jpg

 

Spinning hand is one of the trickiest part.

In the wrist, exactly same size of two bones are stacked in an exactly same position.

One may work rightly, and the other may not work rightly. Or both of them can work rightly.

'MOT hand' or 'OPT Hand Root'. It is random. 

You can switch between them by clicking in the same spot. And you can know which one is right one after you rotate it.

 

post-809156-0-70935700-1457955665.jpg

 

After spinning hands, the wrist will look weird. For fixing that, there are two little bones in the forearm.

Spinning them at a proper angle will fix unnaturally twisted wrist.

You might have realized, spinning hand actually is, twisting entire forearm.

 

 

post-809156-0-29248200-1457955722.jpg

 

This is about fingers. You can rotate multiple finger bones by selecting 'Individual Origins' option in the Pivot Point menu.

And there are more miscellaneous rules for moving joints.

It is more about human anatomy than a 3D graphics.

 

 

 

Connecting Neck

 

When you are doing this, you cannot actually pose the body entirely freely.

After posing the body, the body has to be relocated to be connected with the neck.

Head has to be stayed in initial position.(unless your TMC file is made of full body, including head object also)

 

 

Connecting neck requires 3 steps.

① Import head TMC together.

② Don't touch the neck and head bone while you pose.

③ After placing posed body close to the head, clear the parent of neck bone.

 

 

post-809156-0-22719300-1457956121.jpg

 

① Imported head object will help you to locate the connection point.

You can delete facial bones. You may not need them.

And you can also export the head object together as .OBJ file, it will not affect in the 'Pose Fix tool'.

(In this example, I imported Ayane's face TMC, instead of Kasumi's one. Kasumi's head had some problem with the importing plug-in.

I couldn't know the reason why.)

 

 

 

post-809156-0-22880400-1457956143.jpg

 

② Moving neck and head bone will affect the connection point in a bad way.

You can initialize it with 'Clear Transform' option.

 

 

 

post-809156-0-80131300-1457956215.jpg

 

③ You can move entire body by moving 'MOT00_Hips' bone, at the center of the body.

(Use [g] hotkey to move it easily.)

And clearing parent of neck bone will help you connecting the neck.

Anyway, you cannot rotate the head and the neck. If you want to move them, rotate entire body.

 

 

 

 

 

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