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[DOA5LR] Body Mesh Editing Tips


Harry Palmer

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I'll keep writing this with detailed contents.

First I'll start with a simple one.

 

 

Body Editing Tip Without Using Blender

 

Blender plug-in is essential for editing TMC files.

But when you edit them and export them as .tmcmesh files,

there're going to be some damaging in vertex normal and tangent values.

 

post-809156-0-89964600-1459433853_thumb.jpgpost-809156-0-30781500-1459433872_thumb.jpgpost-809156-0-33575700-1459437003_thumb.jpg

 

Most dominant parts are nail and toe-nail parts.

And it may cause distortion of normal map expression. 

This kind of damage happens not because of problem of the plug-in,

but it is matter of TMC file itself. (doutoku's plug-in is pretty perfect.)

 

There are several ways to recover it, and Timmyc's tool is good for recalculating vertex normals.

But it's very hard to recover tangent values and there are no tools for that.

(Tangent values affect normal map direction.)

 

So the best way is not damaging them from the first, than recovering it.

 

I'll start it with deleting body part.

 

 

 

 

Deleting Mesh Parts Using VertexID

 

Damaging happens when you import TMC or .tmcmesh and export them into .tmcmesh files.

So if you edit them through blender, damaging can be avoided.

 

The tool I recommend for deleting vertex is, TMC Polygon Tool.

http://mediafire.com/folder/9zi2gt8dyllaj/doa5mod

You can download it here, and always try to use newest version.

 

 

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1. Copying Vetex ID

First, Open TMC file with blender. We are not going to actually edit mesh through this, we're going to get VertexID only.

Press [z] key to toggle to the wireframe mode. Or backward vertices will not be selected.

Now select vertices you want to delete.

And Mesh > Vertex ID to Clipboard.

 

Then the vertex ID list will be copied to clipboard.

You need to install vertex_id_to_clipboard.py plug-in to do this.

 

Copied vertex ID looks like 10,11,12,13,.....

 

 

 

 

post-809156-0-51408600-1459432381.jpg

2. Cutting Vertices

Open TMC Polygon Tool and open TMC file.

①  Choose object what you were editing. In this case, it's WGT_body_5.

Objects have their own numbering system, starting with 0, and the numbers can't be used on other objects.

②  Paste VertexID you've got from 1.

③  Add them.

④ Check 'Added Only' or linked vertices will be deleted massively.

⑤ Click 'Save' (or Save as)

 

Now TMC file has been edited.

 

 

 

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3.

You can check it in Noesis.

Now arms and legs are cut clearly.

If you extract this mesh with TMC Polygon tool and Insert to another TMC files, there will be no data corruption.

Remember here I didn't actually edit or export any tmcmesh files through blender.

 

 

And you can also delete clothing parts with this way.

Once you get used to this way, you may know this is much faster and easier for deleting vertices than

exporting tmcmesh through blender and re-inserting it to TMC.

 

 

This will be continued.

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@perry_p : actually the dirt problem is not related to this method
the dirt problem may because of choosing wrong uv map for dirt when exporting tmcmesh in blender (using harry 's method can solve this issue)
or mixing two mesh that have different dirt uv map (harry's method does not solve )

Thanks Harry for the tutorial, more tools ,mods and tut from you would be extremely helpful with me

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@perry_p : actually the dirt problem is not related to this method

the dirt problem may because of choosing wrong uv map for dirt when exporting tmcmesh in blender (using harry 's method can solve this issue)

or mixing two mesh that have different dirt uv map (harry's method does not solve )

Thanks Harry for the tutorial, more tools ,mods and tut from you would be extremely helpful with me

 

With Harry's method I don't have problemem. The problems come when I edit a body mesh and export (not combining two different body mesh).

My export option are this:

post-829320-0-24786700-1460015204_thumb.jpg

what am I doing wrong?

 

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  • 2 months later...
  • 1 month later...

I've been editing a Tina model, and I've gotten to a point that requires more actual modeling ability than I have. I put the R&Z Tina torso into TINA_COS_001, and I don't know how best to edit the vertices of the jacket to rest on the new torso's larger breasts. Swapping meshes and cutting vertices is one thing, but this requires actual artistic ability or training that I'm too much of a noob to have. Would anyone be willing to offer advice or other help?

 

post-820024-0-95060200-1469096460_thumb.png

 

TINA_COS_001.zip

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I already do this outfit for my new pack (not release yet)

 

Noesis

mini_194216tina.jpg

In game

mini_976950game20160714184848.jpg

 

I choose to edit body because it's easier than edit the jacket

About the "how to" i've made a tutorial for .Iso 

If I find it i'll send you

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  • 2 weeks later...

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