No, you can replace any .bin model that has the morph target animation. Morph target animation is used in cutscenes (.EVD files) and also in radio transmissions. You can see that in my GOW3 mod I used this same method for replacing Ada and Krauser.
You can replace anyone: Leon, Ada, Luis, Krauser, Saddler, Salazar ETC. with any custom character of yours.
Hints: ev0000 folder goes for Leon ev0200 - Ada ev3900 - krauser ev3100 - saddler ETC... the IDs are the same as in the .UDAS files.
If I understand you the right way, you want to replace Ada or Krauser or someone else in the cutscenes with facial animations? Then as the tutorial says, you need to find the original file that has Morph Targets. There will be a different amount of them. For example: Leon has 29 morph targets, but Ada has about 37 of them. But that doesn't matter. You just need to pose your custom model as in those 37 morph targets and then run it through the MorphTool to generate the morphdata for pasting in the .bin file of your custom character head. In Ada's case it is ev0201.bin, In Krauser case it is ev3901.bin
I hope I made that clear. If no, then please describe your question a bit more detailed.
You can swap models with Wilsonsos trainer. So you can play as Ada, Krauser, Hunk and Wesker in story mode. But these models have no cutscene support but Wilsonso made a video to force them into cutscenes. So is your Support the same way wilsonso did? If not you helped me after all, because I can replace Leons radio head with Krausers to fix crashes.
From my experience obj files with the morph targets are not saved into individual bin files. For expalme look into ss_pzzl.datand extract all models. There is one model in there that has various morph targets but I believe it is packed back into one bin file.
I did the expressions. The error I was able correct.
The possible error, was to reduce the polygons of the model separately, each head I reduced a little polygons, but in fact I did not need to reduce the polygons, Joel's head had only 5,000 polygons, I reduced the polygons to feel more secure and my game not crash.
I went to review the "Kratos of LegalSoul" mod and realized that his mod head was also 5,000 polygons, so I decided to try to use the original polygons of Joel's head, so the error was fixed. I made some weak expressions, had to do without bones in the model face, this is torture.
Now another problem has appeared, haha I'm really unlucky.
The problem really is only in the scenes of Radio, the other scenes was not much problem, but I managed to solve.
First I convert the head to "BIN" and put the texture pack as "3d000001 06" to add new textures, after that I'll insert the expression information in the "BIN" file, after I finish doing it , I'm going to test my "BIN" file and when it starts extracting the first three files it is extracted as "smd, obj, mtl" but when it starts to extract the "morphers" it fails on XXXX_00.OBJ. I did this same test in the cutscenes and it was a success and no mistake. Now I do not know where I'm going wrong so I can not work my head on the radio.
The radio has only "10" expressions counting "0", this should be easier, although less.
Another thing, if I use the archibo "BIN" of the expressions of the cutscenes in the radio, the expressions work on the radio this very good, but the problem is that the textures do not load and the head of the model turns black.
The model only fails to extract when the Morphers information is entered, but the morphers are the same ones I used in the cutscenes, but the morphers I used are with expressions identical to those of Leon.
Who knows where I'm wrong, I give a kiss. kidding.
the expressions in the scenes are right.
Here the scene from when I used the expressions I made for the cutscenes, but I added them to the radio, it turns black
I just need to correct the error of the radio scenes, and the mod is almost finished after that, because I'm still going to finish redoing the hands of weapons in the inventory.
I managed to fix the error, but I wait response of Legalsoul how to fix this without error of a form better.
To fix using my metod was like this:
First I copy the SMD that I created the facial expressions, and I refined the rigging using the smd of the character's head "pl00_02.SMD" as the head rigging was already fixed bones weight, I did not have to do anything else. The only thing I needed to do was rename the textures and import to game.
brunomula: i searched for the whole internet and i didn't find the jill black widow mod,if someone have,or know where to find,please tell me youtu.be/TDAv-aSBuzI this is the mod,if someone have or know where to find,PLEASE tell me
Jul 2, 2020 7:09:43 GMT 10
alphaz: V Unfortunately, the RE7 Chris we see in RE7 is just a video. He cannot be modded because his model is not in the files. The RE7 Chris model we do have was ripped from RE2, strangely enough
Jul 4, 2020 16:25:06 GMT 10