Post by m4zter on May 17, 2022 11:46:40 GMT 10
I'm trying to modify an existing head mod for Jill Valentine and for some reason the head mesh always gets disconnected from the torso in the game no matter what I do, even when I don't touch the vertices at the neck seam. Exporting the original file into fbx, then exporting that to RE3 format doesn't create a seam, but when I import it to Blender and even if I don't modify it, it'll create the same seam. Is there some kind of fix for this issue? An option I need to uncheck in Blender?
Edit: I may have solved it. I used the -flip parameter when exporting but it still created the seam. However, I tried exporting the unmodified head again with -flip and this time I didn't uncheck auto smooth normals in Object Data Properties tab in Blender and the seam disappeared with the unmodified head. Gonna try if it works with the modified heads.
Edit 2: False alarm, I actually got confused for a moment and used the original mod file instead of the one I exported, which is why there was no seam. I tried my method both with the auto smooth and -flip and there was still a seam both with modified and unmodified heads.
Edit 3: Hopefully I did fix it now. I downloaded this modified fbx importer for Blender, checked the Witcher 3 "Fix Names" and "Flip secondUV Y-Axis" settings, added -flip to the parameter (I'm not sure if it's needed, but I put it in just in case), made sure I actually used the newly exported file in the mod and the seam is gone in Blender.
So, to reiterate:
At least when modding Jill Valentine and you use at least the latest version of Blender (3.2 for me as of writing this), download this fix from here, tick both the Witcher 3 options when importing FBX files and add -flip to the export parameters.
I think it has to do with the actual skeleton and less with the head. When not using the importer fix, the armature gets imported with the rootbone name "spine_2", while the rootbone also has the same name. When using the fix, the armature name is just Armature. Maybe the whole skeleton gets messed up because there probably are two bones with the same names created?
Edit: I may have solved it. I used the -flip parameter when exporting but it still created the seam. However, I tried exporting the unmodified head again with -flip and this time I didn't uncheck auto smooth normals in Object Data Properties tab in Blender and the seam disappeared with the unmodified head. Gonna try if it works with the modified heads.
Edit 2: False alarm, I actually got confused for a moment and used the original mod file instead of the one I exported, which is why there was no seam. I tried my method both with the auto smooth and -flip and there was still a seam both with modified and unmodified heads.
Edit 3: Hopefully I did fix it now. I downloaded this modified fbx importer for Blender, checked the Witcher 3 "Fix Names" and "Flip secondUV Y-Axis" settings, added -flip to the parameter (I'm not sure if it's needed, but I put it in just in case), made sure I actually used the newly exported file in the mod and the seam is gone in Blender.
So, to reiterate:
At least when modding Jill Valentine and you use at least the latest version of Blender (3.2 for me as of writing this), download this fix from here, tick both the Witcher 3 options when importing FBX files and add -flip to the export parameters.
I think it has to do with the actual skeleton and less with the head. When not using the importer fix, the armature gets imported with the rootbone name "spine_2", while the rootbone also has the same name. When using the fix, the armature name is just Armature. Maybe the whole skeleton gets messed up because there probably are two bones with the same names created?