I took some animal models from @HomeMate that had a complete bone structure and added some hitareas and defined limb properties.
It is not perfect, and a more thorough understanding of weights will be required, but for the most part basically anything that has a suitable skeleton can be animated.
Only did a horse for now.
Digital yuusha modding archives. Some AG3 clothes editor talk, but nothing about AG3 in general.
Showing posts with label Digital Yuusha Characters. Show all posts
Showing posts with label Digital Yuusha Characters. Show all posts
Importing your own models
The process that I described for importing illusion characters can be generalized to all models in general. If we look at Digital Girl, you'll find that modders have imported several of their own models already (and I have also imported them into Yuusha, so basically any models you make for DG can be used in YU as well).
However, I don't have the knowledge to figure out how to do that yet.
But I imagine the process isn't too difficult if you do know how to port characters from one format to another.
However, I don't have the knowledge to figure out how to do that yet.
But I imagine the process isn't too difficult if you do know how to port characters from one format to another.
Finger poses with imported models
To get fingers to work correctly, you will need to have Hand_02 and the finger bones all named after yuusha frames.
Hako reference
I've imported Hako models (no finger poses).
Hako comes with dozens of pre-made outfits that you can simply add to the xx file (and rename some bones).
This allows you to put on different clothes without having to make them yourself!
This post will serve as reference for the files.
Hako comes with dozens of pre-made outfits that you can simply add to the xx file (and rename some bones).
This allows you to put on different clothes without having to make them yourself!
This post will serve as reference for the files.
Character Codes
Reference list for character codes I will be using. The extra ones I made up myself since no one has claimed them yet (although none of the models are mine)
Character def list builder
Since I am beginning to import more characters, there is a need for an easier way to manage your lst files. Hence, I will be writing a script that will let you specify which characters you want to load and then I will build the lst's needed. Then...I guess there are several options:
1. Let you take those lst's, put them in an 05 folder, and create the 05.pp yourself
2. Include a copy of the 05 folder with all lst's required, build the lst's, then pass it through PPextractor to create the PP for you (you still have to move it to the data folder)
3. Do the same as #2, except move the PP file into the data folder for you (this will require me to go through your registry, so I probably won't do it)
If you have any better ideas let me know.
1. Let you take those lst's, put them in an 05 folder, and create the 05.pp yourself
2. Include a copy of the 05 folder with all lst's required, build the lst's, then pass it through PPextractor to create the PP for you (you still have to move it to the data folder)
3. Do the same as #2, except move the PP file into the data folder for you (this will require me to go through your registry, so I probably won't do it)
If you have any better ideas let me know.
Importing Illusion Characters
This guide will describe the procedure to importing other illusion characters. There is no real order, I just do it the way I think is the most logical. The process is broken down into two main sections: the model and meshes section, and the bone frames and hitareas.
It is a fairly lengthy process compared to any of the other types of modding, but that is expected.
However, it is pretty straightforward.
It is a fairly lengthy process compared to any of the other types of modding, but that is expected.
However, it is pretty straightforward.
Characolle model loaded
I've loaded up the model successfully for characolle characters. Next is to load the hitareas and then see how to fine-tune it.
Character Imports: Plan
Now that I have confirmed it is possible to import characters from other illusion games, it's time to lay out the plan. The goal is to minimize the amount of editing involved when trying to load different characters.
Project Esk: one step forward
Just now I have successfully loaded all of the hitareas and have mapped the frames to the correct joints.
I can now do simple poses with Esk. There are still some issues outstanding, but we can now be confident that we can definitely import characters from other games!
I can now do simple poses with Esk. There are still some issues outstanding, but we can now be confident that we can definitely import characters from other games!
Re-assigning button functionality
Previously I had mentioned that you can change what some of the buttons on the Scene Settings menu. I took some time to try it out and did get some nice results.
Missing frames
After replacing Saga with a girl and confirming that hand.xa must be loaded correctly in order for Hitareas to be loaded, I went back to Esk to try to rename frames.
(Here are some other tests to verify hand.xa claim:
-removing keyframes down to 1. Still works. Remove last one, hitareas disappear
-removing track names completely. Hitareas diappear)
However, problems just keep coming up.
(Here are some other tests to verify hand.xa claim:
-removing keyframes down to 1. Still works. Remove last one, hitareas disappear
-removing track names completely. Hitareas diappear)
However, problems just keep coming up.
Saga has really been replaced
Yes, this time I actually did replace Saga.
I spent a few hours on a macro script called QuickRename, which recursively iterate through the object tree and renames frames, but I wanted to confirm that my theory was correct (we just need to have the correct frame names, which means renaming all bones and frames)
Of course, it may not be ALL bones/frames, but at least the ones that matter (further investigation will be required, so I just assumed all).
I spent a few hours on a macro script called QuickRename, which recursively iterate through the object tree and renames frames, but I wanted to confirm that my theory was correct (we just need to have the correct frame names, which means renaming all bones and frames)
Of course, it may not be ALL bones/frames, but at least the ones that matter (further investigation will be required, so I just assumed all).
Import BR2 Characters
To import BR2 characters, remember that the xx format is unrecognized.
To make it so that it will be loaded properly, export the model mesh, delete all textures and materials, then use quick XX to re-add the textures and material.
Now the model can be loaded in Yuusha.
However, BR2 doesn't use eyes or neck files, so that might be a problem.
To make it so that it will be loaded properly, export the model mesh, delete all textures and materials, then use quick XX to re-add the textures and material.
Now the model can be loaded in Yuusha.
However, BR2 doesn't use eyes or neck files, so that might be a problem.
Adding additional limb functionality
I came across this while testing what I can do with limb.lst and hitArea.lst. Previously I had already figured out how to add new hitAreas, but I wasn't sure whether I could actually do anything with it. But it seems like we actually can...
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