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Post by jaep88 on Jul 8, 2020 3:27:34 GMT 10
I’m having issues exporting. It says that the bones do not match even though I select the original mesh that I used. What could I possibly be doing wrong? I tried both as a obj and fbx format and both got the same error
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Posts: 109
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Post by theflyingmuffin on Jul 9, 2020 14:50:09 GMT 10
^ Are you sure the bones on the modded mesh are named exactly like the ones on the original mesh? One thing that caused that for me was using the .mesh file from the wrong place, be sure to use the one in STM\escape\character\player\plXXXX\plXXXX\Mesh and not the one in the sectionroot folder. Another thing that caused that for me was for example, importing two models and accidentally exporting a mesh from one model with the other one, as in, the part of the mesh was not connected to the first root (bone) but the second one. I bypassed that by joining both meshes and deleting the 3D vertices of the first one to use only the 3d object of the second one. theflyingmuffin Wow, really great job! Are you sure you just started with modding these games? That looks as good as any Jill mod I've seen released in the past few months Thank you so much I've actually been a modder for a long time, but this is the first time I've ever modded RE games, I've spent most time making Tomb Raider and XNALara mods hehe. I'm actually really glad to be able to finally contribute to RE, it's always been one of my fav franchises It was a really weird bug, I don't know exactly what caused it. Everything was working fine until the mod started lagging the game like crazy, it was caused by the harness mesh. I tried merging the 3D mesh with another object to see if it would work but it didn't. I did manage to make it work with an older version though, I lost some edits but nothing major, it was easy to replicate them and copying the weights from the broken mesh worked, so it's all fine for now. One thing I suspect might have caused it was that I used "reset vectors" to improve lighting on the harness mesh (extracted from Kendo), because that really is the only thing that I did differently from everything else. I'll try replicating the issue to know exactly what it was and to be able to avoid it in the future. The important thing is that at least now it's all done, the mod is 90% finished.
And as for RE2, I dunno what happened too. It might have been the mod I was using to edit, because everything was working perfectly until the time it came to convert the FBX into RE2mesh. I'll test some more to know if it really just a problem with that specific mod. In the mean time, classic Jill is almost ready to release The pouches even have physics. omg she looks so pretty <3 finally a ultra classic jill Thank you very much chiav, I'm really glad you like it! I'm a big fan of your own mods
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Post by theflyingmuffin on Jul 9, 2020 16:37:56 GMT 10
So I can't for the life of me change bone positions. Everything is fine in Blender and when I export it to FBX, Noesis even reads the new bones but they just refuse to export to .mesh file. I'm probably just being stupid and missing something really obvious here but I don't know what lol I downloaded the latest version of the script and I even changed the file in the Noesis plugin folder but no deal
(When I use CTRL+F to try and find a "-bones" parameter all I get is the one explaining what it does inside the script)
Before (SetProps and sleeve bones changed)
After (all bones back to vanilla)
I'm guessing I'm putting the "-bones" parameter in the wrong place, so where exactly should I do so?
EDIT: ooops, sorry for the double post I totally forgot to check to see there were new posts after mine before posting.
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Post by alphaz on Jul 10, 2020 1:26:41 GMT 10
theflyingmuffinThe parameters are to be entered here, after the location of the MESH file that you want to export over: Sorry the options are not in a more accessible place, but there do not seem to be many ways to get user input when exporting with a Noesis plugin
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Posts: 109
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Post by theflyingmuffin on Jul 10, 2020 9:59:52 GMT 10
Ooooooh now that makes A LOT of sense lol Thanks for the help again, that worked. I think the workflow is pretty straightforward and simple, maybe you could just add that info and pic to the first post to avoid confusion? The parameters part wasn't that clear and your post cleared up and it's all good now. Posting that in the OP might avoid other noobs like me to repeat that mistake lol Anyways it's all good now, and I just need to see if there are any bugs or something I forgot and then I can release my mod
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Post by Zkys3dge on Jul 11, 2020 6:35:02 GMT 10
I did the initial skin wrap of this with 3ds Max but I used Maya to fix and finish painting the weights, so I can confirm Maya works really good. Although I had a few issues where in the game some vertices of the models just went nuts, as if they had no weights on them, I don’t know if it was an error on my part or some settings, but I repainted them more carefully and it got fixed. The mask was rigged with Maya only and had no problems like that with it. I’ve worked with Maya for a few years now and it’s my go to program for 3D so this is amazing, thank you very much for this script, it certainly helped me a lot on this process!
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Posts: 109
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Post by theflyingmuffin on Jul 11, 2020 6:47:01 GMT 10
Quick question that most likely the answer will be no but eh it doesn't hurt to ask: I can't add extra bones to the skeleton right?
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Post by alphaz on Jul 11, 2020 11:45:41 GMT 10
I did the initial skin wrap of this with 3ds Max but I used Maya to fix and finish painting the weights, so I can confirm Maya works really good. Although I had a few issues where in the game some vertices of the models just went nuts, as if they had no weights on them, I don’t know if it was an error on my part or some settings, but I repainted them more carefully and it got fixed. The mask was rigged with Maya only and had no problems like that with it. I’ve worked with Maya for a few years now and it’s my go to program for 3D so this is amazing, thank you very much for this script, it certainly helped me a lot on this process! Thanks for the information, I'm glad to hear it works with Maya! And if the vertices of the model "went nuts" in that they looked like they were stretching off to infinity, then I have seen that before when exporting mods with the MaxScript. In that case, it would be fixed by using "Remove Zero Weights" at a threshold where all weights below ~0.04 would be removed. It happened a lot with hair meshes in particular, and meshes that used a translucent material. Quick question that most likely the answer will be no but eh it doesn't hurt to ask: I can't add extra bones to the skeleton right? You can't add entirely new bones that aren't in the skeleton of the model you are exporting over. However, you can hex edit the Skin Bone Map of a mesh file to activate bones that were previously not able to be rigged to, such as Jill's head bone. Jill has a bout 190 bones, but only about 130 of those are in the bone map and can actually be used for rigging. You can try hex editing with the MESH template for 010 Editor if you want to activate an unused bone. Just increase the bone map count by 1 (if there is space to do so without overwriting any hierarchy data) and then change the new last entry in the Skin Bone Map to be the bone you want to activate. You can also change the names of bones to repurpose them, if you have space to do so without shifting any other bytes around. The animations and chain files detect bones via their names, so changing a bone's name changes how it is used. For example, I gave Becca the ability to carry holstered weapons in RE3 by un-rigging and renaming her pecA_muscle bones to setProp_A_00 and setProp_B_00, and changing their positions + parent bones. The holstered weapons automatically attached to them when their "setProp" names were detected.
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Post by theflyingmuffin on Jul 11, 2020 15:07:53 GMT 10
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Post by alphaz on Jul 11, 2020 16:38:06 GMT 10
ahh, stupid uroboros glitch. I can never remember exactly what causes it. This is like the 2nd time it's come back for not writing some stupid header change that nobody even knows what it (or two of the other header changes we write with it) really mean. I don't get why they even have to be changed from what they were in the original model, but if they aren't, this happens... Here's a version of the script that should fix it, let me know if it does and I'll update the one in the OP: fmt_re_MESH.py^EDIT: re-uploaded fixed
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Posts: 109
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Post by theflyingmuffin on Jul 11, 2020 17:09:01 GMT 10
Yay thank you, that fixed it!
Though there is still a small problem with rigging though. I didn't mess with any bones/rigging or mesh at the lower part of her neck, just the head. I dunno what caused it to create seaming issues
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Posts: 109
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Post by theflyingmuffin on Jul 12, 2020 11:27:29 GMT 10
Seems like there might be a problem with RE2 skeletons in general. I was modding Claire's hair and I changed some bones names, where they were and hierarchy (all this inside Blender) but I didn't delete any of them, just generally swapped their names and locations. The first problem I encountered was when trying to export all 3 modded meshes (scalp hair, ponytail, thin hairs) together, Noesis kept saying that the mesh had 35 bones and the skeleton 36, making the entire hair model invisible in game. Upon rechecking the model everything was in order, from bone name in the skeleton as well as how the vertex weights were named. When I stopped exporting the thin hairs mesh with the rest of the hair model, I managed to import it in game. When I did manage to get the mesh in game though, bone positions had changed (all of them where close to the ground) some back to their original form and others didn't. I suspect its because the ones that kept the new modded bone position were already linked (the bangs). The ones where the hierarchy was changed however, reverted back to normal in both name and position. So I imported this new modded .mesh into Noesis and exported as FBX again to see if I could make it work again. So I open Blender, make the necessary changes again with bone name, locations and parents and export it as RE2 mesh file using Noesis again, except this time around the rigging was completely gone though the bones were still there. So should I try it all from the start again and use original bone names only?
EDIT: so I went back to the very first mesh I had (before even exporting it the first time) and didn't mess with any bone names, I kept them the same as the original hair, I only changed positions and parent bone on 2-3 of them. Still no luck, when I export it as a RE2 mesh both the skeleton and the 3D meshes disappear:
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Post by wesker171 on Jul 26, 2020 1:39:14 GMT 10
hola amigo y como puedo convertir texturas .dds a .tex.10
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Posts: 86
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Post by Zkys3dge on Aug 8, 2020 3:41:49 GMT 10
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Post by alphaz on Aug 18, 2020 18:15:29 GMT 10
Today I have updated the plugin with a rigging fix for "spiky rigging", which you could notice during certain poses (such as the model viewer scene where Jill is on the ground pointing her gun at Nemesis). Marcos RC came to me with the problem. The correct values were being written for the weights that were there, but for any unused weights that have 0.00 influence (each vertex has 8 weights), the bone index used must not be 0. Zkys3dgeHmm I am not sure why that would happen... maybe try with the new version I just uploaded theflyingmuffinThat is a complicated thing, I'll have to try and recreate what you did to see what happened. Instead of swapping bones names (which should work too), you should be able to change their parents to change the structure of the hair. But the chain file expects the long bone chains to be connected as they are, so try to keep those chains intact even if you move them around
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