ohthatnk
New Member
Help me where am I!!!
Posts: 2
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Post by ohthatnk on Sept 16, 2021 23:42:34 GMT -5
I'm actually brand new to the modding scene and I guess I'm already biting off more than I can chew but I'm desperate for costumes and the like that no one else is gonna make. So, of course, my thing right now is that I'm converting meshes from stuff like the No More Heroes games and the like. It's still kinda tough (I thought I got the hang of it but then I screw something up of course), but I'm especially curious about the full-body stuff, and I mean like... a full costume that doesn't have the usual proportions kinda like so (the model was found here): Like these proportions obviously don't fit a regular armature at all but I'd like to know what to do. I've seen plenty of weird costumes with whack proportions after all so I know it's not impossible. Then there's just the issue of parts being like... invisible when I import them into blender?? I'm so lost. He's so weird-looking I'm also just dreading him taking his outfit off and being a weird dude underneath. That's one thing I hate with this dang game, haha. So... yeah! Any input would be much appreciated!
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Post by mauvemorn on Sept 17, 2021 3:12:43 GMT -5
Hi. That is something that really is "biting off more than I can chew" for everyone lol. So the idea is the following: - clone the garment of a similar shape, export the mesh, join all meshgroups together; - open the blend, Save as - name it something like "progress"; - import the obj of the creature, join all parts of it together; - it'd be a good idea to make the whole creature smaller so that it is of the same height as a human body, otherwise all interactions with sims or objects will look bad; - important: separate the head from the rest of the body, export the head as obj, delete it from the scene; - join the head and the garment (and feet if it has them) into one, this will be your reference for the data transfer; - modify the rig to fit this creature, this will stretch the reference to fit the shape of the creature; - apply the armature modifier for the reference, this will change the shape of the reference permanently; - transfer the weights and uvs from the reference, vertex paint the mesh, re-do uv_0, save; - open the original blend file you exported, append this mesh from the progress blend, delete rig.001, assign the type and a cut number, save; - clone an outfit called Noctis, import the blend there, check how the mesh functions in-game, import the edited textures, make lods; - do the same thing for the head, make it a hat.
Anyway, i advise you to not do it because chances that it will work right even if you do everything right are very low
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Post by Fwecka (Lolabellesims) on Sept 17, 2021 23:23:03 GMT -5
Hey, Mauvemorn, thanks for this. I'm writing two tutorials involving ports from other games and your instructions help a lot. I have a couple of questions, however. 1. What do you mean by "Modify the rig to fit this creature..." What kind of modifications? 2. In one of the videos someone shared, the video author says to select the armature, shift-select the mesh, Ctrl + A > Rotation and Scale, then Ctrl + A > Location before removing the existing armature. The armature for the robe conversion I'm working on came with its own armature and I found that I could not delete this armature without doing what I wrote above or the robe reverted to its original T-pose. Couldn't apply the armature because it's not a modifier so there's nothing to apply. Thoughts on this? (Edited to be more precise in the steps I wrote) Mostly, I'm posting to this thread to ask ohthatnk How do I open an XPS model in Blender? I downloaded a bunch of files ripped from other games and they are in .xps, .ascii, and .mesh formats. I just don't know what to do with those. Do I need a third-party tool to convert them to a format Blender can use?
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Post by mauvemorn on Sept 18, 2021 4:50:04 GMT -5
1). Since the creature is built differently, you need to match the reference to it both in the pose and in the shape(or, like, length). So, for example, its arm is longer than that of sims, you need to select the bones of ts4 rig and move them (with G); 2). Normally "Ctrl + A > Rotation and Scale, then Ctrl + A > Location" is meant to change the current coordinates of the whole mesh in space, it does not affect the pose at all, at least not in the case with ts4 rig. Maybe their rig is made differently, who knows 3). There's an .xps plugin for blender
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Post by Fwecka (Lolabellesims) on Sept 18, 2021 6:35:51 GMT -5
Thanks, Mauvemorn. All I know at this point is that Rotation and Scale and Location allowed me to remove the armature without the model reverting to its old size and shape. I'll need to research why this worked. Also, thanks for letting me know about the XPS Blender plugin. I found it on DeviantArt.
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