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Old 19-05-24, 21:11   #481
Tms2
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Hey people!

I made pretty much 2 huge discoveries, while working on my latest mod!

1)
There aren’t actually 23 different heads, there are 2 heads that use 23 different TRMA face animations. And the only difference between these 2 heads is that they have a different Vertex group order.

Face 1 is used in game and in cutscenes where Lara doesn’t talk, like the Nevada cutscenes.

Face 2 is used when Lara is talking.

This is me selecting Cheek_L on every head:
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And this is me selecting every vertex group:
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Name:	PROOF 2.jpg
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ID:	5884

TL;DR
Export your finished Head_Idle to HEAD_MIDAS,HEAD_RIG,LARA_CUT4_HEAD,HEAD_HSC, LARA_CUT7_HEAD- LARA_CUT9_HEAD.

Then duplicate that head and follow this Vertex Group order (The right side to be precise):

Hips is tongue
torso is jaw
head is head
EMPTY is torso
tongue is brow_middle_L
lip_pull_R is eyelid_U_L
lip_pull_L is brow_inner_L
lip_side_U_R is brow_outer_L
lip_side_U_L is eyelid_D_L
lip_side_D_R is cheek_L
lip_side_D_L is lip_pull_L
lip_middle_U_R is lip_middle_U_L
lip_middle_U_L is brow_inner_R
lip_middle_D_R is lip_pull_R
lip_middle_D_L is lip_middle_U_R
jaw is lip_side_U_L
eyelid_U_R is lip_middle_D_L
eyelid_U_L is lip_side_D_L
eyelid_D_R is lip_side_U_R
eyelid_D_L is lip_middle_D_R
brow_outer_R is lip_side_D_R
brow_outer_L is cheek_R
brow_middle_R is eyelid_U_R
brow_middle_L is brow_middle_R
brow_inner_R is eyelid_D_R
brow_inner_L is brow_outer_R
eye_R is EMPTY
eye_L is hips
Cheek_R is eyes_L
Cheek_L is eyes_R

Then export the duplicate head to PLAYER_1_CUT1_HEAD- PLAYER_1_CUT4_HEAD, LARA_CUT1_HEAD- LARA_CUT3_HEAD,LARA_HEAD_HSH_END, LARA_CUT1_HEAD- LARA_CUT6_HEAD, and LARA_CUT11_HEAD.

If the text is confusing use the first image as a reference.

My Playable Natla uses a slightly modified Natla cutscene head and it works flawlessly. I am halfway done with a Playable Sophia and I also think about making a Playable Doppelganger.

2) I found a youtube video that showcases how to transfer weight painting from any 3d model, making modding anything much much faster:
https://www.youtube.com/watch?v=IPQ2QVVIxLU

After this post I hope mods will increase even more, because I think this is a major game changer!
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Old 21-05-24, 06:53   #482
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yes, i have to thank villain12 who had already created a mod that replaces all of Lara's heads, it saved me time of looking for them when i created the edited face mod
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Old 21-05-24, 11:20   #483
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Quote:
Originally Posted by Tms2 View Post
Hey people!

I made pretty much 2 huge discoveries, while working on my latest mod!
That's amazing thanks so much for sharing!! I'm currently in the process of doing TRU Lara with head and hands, and this'll make my life much easier!!
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Old 22-05-24, 20:52   #484
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A little offtopic but someone know how to import .xps models on blender 4.0? i try XNALara plugin but don't work and i almost give up
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Old 22-05-24, 21:02   #485
Tms2
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Quote:
Originally Posted by Jiraz View Post
A little offtopic but someone know how to import .xps models on blender 4.0? i try XNALara plugin but don't work and i almost give up
You need to download an older version of Blender, like 3.6 .
https://www.blender.org/download/lts/3-6/
Thankfully you only need to import the model, with it you can work on the model no problem in the current day version of Blender.

Last edited by Tms2; 22-05-24 at 21:13.
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Old 23-05-24, 12:32   #486
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thanks but i didn't want to reinstall Blender so in the end i decided to convert the xps file to obj and you can do it with XnaPosingStudio

I import Trish hair from Devil May Cry 4 and edit it for Sophia Leigh
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Old 23-05-24, 23:45   #487
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Does anyone know what is causing this issue in the attached image? It's only when the camera is too far away, it's like the objects are clipping each other due to being too close, but it doesn't happen with everything. I'm not sure what the issue could be.
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ID:	5987  
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Old 24-05-24, 08:57   #488
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Quote:
Originally Posted by AmazingOomoo View Post
Does anyone know what is causing this issue in the attached image? It's only when the camera is too far away, it's like the objects are clipping each other due to being too close, but it doesn't happen with everything. I'm not sure what the issue could be.
it seems that the face model did not save the animation TRMA. The various parts of the face have the right weights and did you export the face in the same folder where you imported it from?
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Old 24-05-24, 10:19   #489
AmazingOomoo
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Quote:
Originally Posted by Jiraz View Post
it seems that the face model did not save the animation TRMA. The various parts of the face have the right weights and did you export the face in the same folder where you imported it from?
It definitely has all the right animation data because when the camera gets closer this weird poke-through effect disappears. And in pose mode the faces work fine too. She blinks and everything during gameplay. It's just when the camera is far away the meshes seem to intersect each other.

EDIT: Here's the photos zoomed in, of the same model, with a closer camera and higher FOV
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ID:	5992  

Last edited by AmazingOomoo; 24-05-24 at 11:04.
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Old 24-05-24, 13:58   #490
ObiHan Skywobi
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Quote:
Originally Posted by AmazingOomoo View Post
Does anyone know what is causing this issue in the attached image? It's only when the camera is too far away, it's like the objects are clipping each other due to being too close, but it doesn't happen with everything. I'm not sure what the issue could be.
What you're looking at is a z-fighting issue caused by bad vertex weights. Those glitches are nasty, they happen easily when you have closely overlapping geometry, especially when it's part of several vertex groups. Lara's hip area is notorious for that because you have torso, hips and both thigh groups meeting and a lot of deformation happens there during animation. Same goes for the face.

It seems that the game takes vertex weights into account when deciding on which geometry / depth to draw first.
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