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Can Anybody please help me 
I am trying to add bones to the armature for custom meshes like hair or clothing that needs physics like ribbons. I went through a lot of youtube tutorials but didn't get anywhere
most tutorials that i watched started rigging from the start creating a new armature
i just want to learn how to add bones to the existing armature


i did manage to add a few bones to the armature in edit mod but they don't appear in the object data tab
should they appear there i don't know i am really clueless here
can somebody, anybody, please help me here
@"Ecchi Gamer"

There is no tutorial on adding bones so far, at least not from me, however it's pretty simple. You just select the armature then go in edit mode and there should be a menu entry below called "Add" with single option "Single Bone", click on that to create a new bone, now that bone might be too small so you have to find it but it will be at your cursor position. Now align that bone where you want it to be and then make it child of appropriate parent bone, say if the new bone works around pelvis then pelvis bone should be the parent, if it works around chest then chest bone should be parent and if you're adding an extra bone to hairs then the bone just above the new bone will be the parent so lets say your last hair bone is hair7 and you're adding hair8 then hair7 will be parent of hair8, It's like hierarchy.

The yellow box is your cursor position.

[Image: nvgV531.png]

The list of bones that you can choose as parent of the new bone.

[Image: 1LUztOx.png]

Now rigging on new bone is something you have to figure out yourself, it's case per case and it's usually manual rigging because weight transfer can't help you here. Try to keep it simple in your first custom armature mod until you get comfortable with the whole procedure, maybe add a single bone to both ears, use head as parent and rig a pair of earring to them and see how it goes with physics, make them move around ears so you'll have animated earrings, that's how I started it.
Question, all:
Anybody having with Apex cloth turning out really....shimmer-y when in game?
(Video not really doing it justice)





Most of my Apex work has had a shimmer too it, probably most noticeable here.
Looking into it perhaps it's an anti aliasing thing...? (Goes away if anti-aliasing set to medium or lower). 
I'm wondering if it's some setting I'm missing or if my L2N work is just sloppy or if the APEX SDK just sucks. (Probably all of the above)

I've heard newer versions of Unreal have an in-engine clothing tool.
Wonder if I could redo the physics and switch back to an older version to cook out...
@"BrutalAce"

Thanks for the rescue
I'll give it a shot
@"sleepy_scrub"

I can't see that much Shimmer on the skirt or maybe it's video compression killing all details but anything with a lot of textures (like checkerboard texture in your case) does end up shimmering in APEX, if you see Kolin's sporty costume or Chunli's swimsuit that also has shimmering on sleeves and sarong respectively, maybe it's because APEX operates on different frame rate than the game frame rate or there is something else that we don't know yet.

I can see the skirt having some internal clipping or sticking when she raise her legs, maybe adjusting the bend/shear resistance and/or friction can fix that and allow the skirt to rest more naturally.

@"Ecchi Gamer"

Your most welcome.
(04-01-2018, 08:41 PM)BrutalAce Wrote: [ -> ]maybe it's because APEX operates on different frame rate than the game frame rate or there is something else that we don't know yet.

I had the exact same thought about Frame Rate. Tried to make a gif and shimmer totally went away. Maybe APEX was built around 30 FPS? Or maybe just shitty GIF compression.
If that's the case that also might explain why all the APEX objects come in pairs of 2 that overlap- maybe some kind of frame blending...?  Huh

Trying your tips, starting to look a bit better. Damping is helping quite a bit.
@"robhal"
@"BrutalAce"

I need your help with some thing
I edited Chunli Pajama Outfit in blender . Just did a little proportional editing. Nothing much with the materials

this is what it looks like
[Image: screenshot__16__by_ecchigamer-dc7ou3i.png]


[Image: screenshot__17__by_ecchigamer-dc7otyp.png]


Looks fine in the selection screen but is not right in game
i encountered a similar problem with the eyes of sakura 
at the time i thought may be it was because of some issue with the arcade edition
but this doesn't seems to be the case and it seems something because of my mistake 

here is the blender file   https://mega.nz/#!jZ1WVRZA!XIkDm1mNY9We9...WsV3RPqhhg
the materials are as they were except for the apron ones
I deleted the apron and its materials


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Also @"BrutalAce"
I am using your cammy nude mod
you have two materials for skin

CM_CMY_01_E00_Skin
CM_CMY_01_E00_Skin_001

the skin texures are not working for me
i encountered this problem in the past two with this cammy nude mod
i think what i did was assign the vertices of both  CM_CMY_01_E00_Skin  and   CM_CMY_01_E00_Skin_001  to   CM_CMY_01_E00_Skin   and then
deleted   CM_CMY_01_E00_Skin_001
that solved the problem that time but its not working this time

when i delete CM_CMY_01_E00_Skin_001 and afterwards import fbx in unreal engine
in the screen where your supposed to assign texture this is what happens
[Image: screenshot__14__by_ecchigamer-dc7nzca.png]

i select CM_CMY_01_E00_Skin for element 0 and it also gets selected for element 1 as well
why does this happen are these two materials connected or something
if i don't delete CM_CMY_01_E00_Skin_001 and assign everything in order this is the lngame result

[Image: screenshot__15__by_ecchigamer-dc7nzdu.png]




this the blender file before i exported fbx
https://mega.nz/#!XIcjCaRA!haTFhEkfUHbSb...uB_02yQWNM
@"Ecchi Gamer"
I think I see your issues.

For Cammy:
For any instance where you see duplicates of the same material file in Blender (i.e. Skin and Skin.001) that means you're supposed to use the same base material multiple times within Unreal. 
So you would just use CM_CMY_E00_Skin twice for the first two groups. 
If you check Cammy's Materials folder, E00_Skin.001 doesn't exist (tacking on extra numbers is just how Blender deals with duplicates), that's why you're skin isn't working on Cammy, you didn't link to an existing Material Instance within the game.

I also don't really recommend merging material groups, colorization is dependent on the material order so changing the order (or moving all your groups up one slot) will mess up your colors going forward. 

So if you have a backup from before you merged Skin and Skin.001, go to that and reimport into Unreal, then just assign Skin twice instead of Skin.001.

For Chun:
Greyed out typically means the texture/material is wrong or missing. 
I saw in your blend you just had your eyelens material named material_0.008.
Did you try renaming your EyeLens material in Unreal to the name within Chun's files? (CM_Z02_11_E00_EyeLens)
@"Ecchi Gamer"
Chun-Li's Pajama outfit is her C11, right? That costume has two mesh files, one for the usual in-game and another for char select preview screen. In your screenshots, the one in char select screen is fine because you don't edit it while the in-game one has eyelens issue because you probably also delete the eyelens material file reference (/Game/Chara/CNL/SkelMesh/Common/Material/CM_CNL_EyeLens_Common) by mistake when you edit it in Blender.
@"robhal"   Thanks

@"sleepy_scrub"

Many thanks bro you solved both my problems
I get it i have to name files in unreal engine the same as chunli's material files in the material folder
but there is no  CM_Z02_11_E00_EyeLens  in the materials folder yet it works fine only when i name
the material_0   to   CM_Z02_11_E00_EyeLens  
why is that ?
@"Ecchi Gamer"
You're welcome.

There is no "CM_Z02_11_E00_EyeLens" file in the materials folder anymore, but the reason it works when you rename to that is because you and @"sleepy_scrub" are probably using the eyelens fix mod pack in your game.
@"robhal"

oh yeah your right
@"robhal"

I was gonna ask you to clarify. 
So the old eyelens files are just straight up gone in Season 3? Or are the meshes just linked to the new one? I still have mine, but I'm guessing that's because I played with my game unpacked so they never got deleted...? 

@"Ecchi Gamer"
CM_Z02_E11_Eyelens would've been the material instance from Season 2. 
They changed most of them to the new common Eyelens material and apparently got rid of the old ones (I think) but if you use the Eyelens Fix mod (which basically puts all of them back) then the old eyelenses still work.
@"Ecchi Gamer"

To add to what @"sleepy_scrub" said, the reason why you see two slots in Unreal is because of too many vertices assigned to a single group, in case of a nude mod the whole body is assigned to just one material called either Skin or Body and that means too many vertices going to one group so maybe because of performance reasons or something else Unreal Engine split that into two slots but they still belong to one group and that's why you have to use the same material for both slots. It doesn't affect the compiled file because if you open the compiled mesh file (uasset) you'll see just one group instead of two.

As for the eyelense issue, I think Sleepy already explained that but to further clarify you either have to drop the eyelense material in the materials folder of your mod or use Robhal's fix. This is happening because the FBX pack I made was extracted from old files when Capcom was using individual eyelense material for each costume so each costume had that eyelense material entry, now they removed redundant materials and made one common eyelense material per character so all costumes use that material and it has a different name than the ones mentioned in old entries so whenever you make a mod using those FBX files and use it with new version of game then it fail to find the old eyelense material and turn grey.

Hope that makes sense.
@"sleepy_scrub"
The answer might surprise you, but tbh I also just knew when SFVAE (v3.003) was released on January 2018 and I did the comparison between the old v2.090 files vs v3.003 files, Capcom actually had made stealth changes to all female chars' (yes again, only female) mesh files back on patch 2.090 to incorporate the common eyelens material, but at that time (before SFVAE was released) they still hadn't removed the individual eyelens material files yet, that's why we all didn't realize the changes.

So to answer your question, the meshes (only for female chars) had linked to the "not quite new" common eyelens material since before Season 3 (SFVAE) had even started.