19-05-24, 21:11 | #481 |
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Joined: Apr 2024
Posts: 39
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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: And this is me selecting every vertex group: 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! |
21-05-24, 06:53 | #482 |
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Joined: Feb 2024
Posts: 238
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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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21-05-24, 11:20 | #483 |
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Joined: Feb 2024
Posts: 30
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22-05-24, 20:52 | #484 |
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Joined: Feb 2024
Posts: 238
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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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22-05-24, 21:02 | #485 | |
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Joined: Apr 2024
Posts: 39
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Quote:
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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23-05-24, 12:32 | #486 |
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Joined: Feb 2024
Posts: 238
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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 |
23-05-24, 23:45 | #487 |
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Joined: Feb 2024
Posts: 30
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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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24-05-24, 08:57 | #488 |
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Joined: Feb 2024
Posts: 238
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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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24-05-24, 10:19 | #489 | |
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Joined: Feb 2024
Posts: 30
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Quote:
EDIT: Here's the photos zoomed in, of the same model, with a closer camera and higher FOV Last edited by AmazingOomoo; 24-05-24 at 11:04. |
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24-05-24, 13:58 | #490 | |
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Joined: Mar 2024
Posts: 32
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Quote:
It seems that the game takes vertex weights into account when deciding on which geometry / depth to draw first. |
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