(09-08-2020, 02:30 AM)robhal Wrote: @"bbb"
@"Leonaura"
Nice, so now it's possible to use the easter egg code for C1/C2/C3. Great job to you guys both
Btw, can that new modding technique be used to reverse the easter egg code costume appearance to become default appearance instead (for example: I want the R.Mika C6-Professional to start with bare hand and shows the pom-pom when we use the code)? If you guys need some real example, check out this mod by @"TiggieWhite"
http://modderbase.com/showthread.php?tid...0#pid17170
This is possible but, with Mika's Professional 1, you need additional steps. I'll explain some details later:
1.- Change the order in Blender.
Mika's Pom Pom uses four materials (CM_Z0B_06_PomPom0X, 1 to 4) and eight differents colours.
She has two type of hands (closed and open). She shows the closed when she's holding the pom-pom, and the other hands when she's without them.
The problem here?
Those hands share the material (CM_Z0B_06_Skin) so you can't hide that hands using the hider material, but those hands don't share the same slot, so you can move the CM_Z0B_06_Skin.001 (the first one is the body) to the first pom-pom (CM_Z0B_06_PomPom01).
Another problem here... The pom-pom is subdivided in different areas (for the colours), so you need to put those pom-pom down on the list to replacing the hands, but joining the four materials in one. This will break the pom-pom colours (because the skin only has one colour assigned).
2.- Once you go through UE4 and all of that, you need to edit some other files.
Edit the DA_Z0B_PreviewCostume_06, replacing this:
/Game/Chara/RMK/SkelMesh/06/DataAsset/DA_Z0B_MaterialPreset_Preview_06
with this:
/Game/Chara/RMK/SkelMesh/06/DataAsset/DA_Z0B_MaterialPreset_Preview_X6 (or any other name)
and, of course, do the same with the other MaterialPreset_Preview line below.
You have to do the same with the MaterialPreset_Preview file.
This is important because, when you edit the mod, the Preview will show the pom-pom in the selection screen (full size, I don't know why).
3.- With the ColorEdit tool (I like to use it) you have to edit pompom0 and pompom1 (one of this two) to change the colour to match with the skin.
Left: easter egg version.
Right: default version.
Just in case you want to test it:
https://mega.nz/file/SwkXFJjC#OWDf6jX2Oe...zNa0DDzlgI
Ok, so, let's go with the APEX physics.
Mika's skirt uses advanced physics, like most of the skirts in this game. When you import the models in Blender, the weights (or Vertex Groups - usually in a separate slot) will become part of the nearest body part (in most cases, b_C_Pelvis). For example, with Sakura, this is what happens:
But with Mika is different, because the weights are assigned to the legs.
And this is important. The skirt won't move fluently, but, at least, will move with the body (the same thing happens with Cammy's Resident Evil skirt and with Kolin's default costume):
But this will bring another problem. As you can see in the preview, the skirt has different layers. You have to delete some of them in Blender to avoid that gray and clipped parts in the model.
I did this here:
https://www.deviantart.com/dantesdt/art/...-820630804
With Mika's pom-pom it's a little tedious (due to pom-pom colours), but it's perfectly doable with other characters and parts.
Sorry for the long post