The following is a list of objectives I had in mind when I was coming up with this method:
- Each piece of clothing should be treated as a separate object
- By separating them, any changes done to one piece of clothing will not affect any others
- If any modifications are necessary, you can quickly remove the mistake and add the new changes
- It is easy to maintain because everything is named clearly so if you want to know what kind of mods were made, it would be easy to figure out.
So what tools will you need?
- SB3Utility
- PPextractor
- 3D graphics editing software (I will use metasquoia for the guide)
- Optionally, pre-made clothing
1. Getting the clothing
Before you can do any clothing mods, you will need the clothing meshes. You can get them from other games, or you can make your own. I get all of mine from other games and other people that have released their own mods.
Once you get the set you want, break it down into different pieces. For instance, an example breakdown would be
- Shirt
- shoes
- pants
- sleeves
- gloves
Once you have though of how you want to organize your clothes, save them in separate files that are clearly named and put them in a work folder.
2. Preparing the model body
Of course, you will need the character's body for reference. I've found that the nude body is the easiest to work with because it is a complete body with no missing parts (since there is no need to put body parts under clothes, you will have a lot of missing parts with the clothed body). They are typically stored in ab_01_00.xx, where ab is the character code.
- Open mo_00_00_00.pp in SB3Utility
- Find the corresponding nude body xx file for your character
- Expand All_Root tree and look for null_hanade
- Search for the mesh that contains the body, and then export it.
3. Creating the xdiff file
xdiff morphing is extremely useful when trying to attach the clothes to the correct bones. You will want to make sure that you can actually create an xdiff file for the clothing you're working with (I've found that there are various issues that occur which I'm not too sure about). The best way to ensure everything goes smoothly is to make sure it works before you put a lot of time into it only to find that it doesn't work.
Read here for more information on creating xdiff files.
4. Putting the clothes on
Now you will actually apply the clothing to your character. We can start with something simple like shoes.
- Open the body file, drag and drop the shoes and insert it.
- In the object panel, click on "prop" and select the body file. Change the color to bright yellow. Then select the shoe meshes and change those to a darker color. This way, you can clearly see where the body is exposed.
- Place the shoes over the feet, rotating and moving the screen to check if any yellow lines are showing. Once you have positioned the shoes, you may begin deleting any of the body that would not be shown anyways.
- You may consider using illusion morpher at this point to fine-tune the shoes so that the mesh itself is tightly connected to the feet (or ankles, depending on what you have). For more information check this page on mqo morphing.
- When you're satisfied with what you have, you will need to do two things: save the shoes as their own file, and save the modified body as its own file. This body will eventually be used as the final body for the character because it will have all of the unnecessary parts removed.
Part 2 will discuss how to insert the clothing into the xx file.
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