Post by zhilver on Feb 21, 2019 19:50:11 GMT
**This tutorial looks longer than it really is ... I probably extend a lot with insignificant things, but at least I tried to explain everything as best as possible. Also, this is not a way to add skin, but rather to add parts from other models in our MOD.**
Before starting, I would like to comment on some things. The truth is that I am very new to these things, so maybe if you understand more about 3D models some things may seem wrong.
My language is Spanish, and although I can understand a little English, it is not my strong point at all, so I will use the google translator xD
As far as the technical thing, as I mentioned, I am very new so I may not refer to certain concepts correctly, so I do not know if this is Rigging, copying weight of bones or something else. The point is that I know how to do it xD
Most likely that the higher level Modders already know this method, but this occurred to me after looking and looking and see tutorials in English on Rigging and those things and not understand, so it is a method that can be used by advanced users as for people like me, who barely uses Paint.
OBSERVATION: This method works with almost all models, however it is still a method with some limitations. For example, models with physics such as the SSJ 3 hair or Trunks' Patrol coat have a similar treatment, but the .esk file that it brings in a different way must be edited.
To start we need:
Obviously a program like Blender or 3DS MAX (I am more familiar with 3DS MAX)
A program to edit files in xml
Xenoviewer and the XenoXMLConverter from Olganix.
I will do this method in the most basic way possible, so I will use two simple models.
I will use the basic Bust of the CAC and the Goku Bust in SSJ4. As basic as this is, I will assume that if you have reached this point, it is because you at least know how to install Mods, so I will not explain where these things are taken from.
Step 1 Organize your work.
What I will do in this tutorial is to make my Bust have a normal arm and the other arm is SSJ 4 (Do not look for an aesthetic sense in this, because it is the ugliest of Universe 7 and I do it only to explain how it works xD )
Apart from the two models I just mentioned, we will need the file HUM_000.Esk (This depends on whether you want to do this with a human, saiyan, Namek, majin, etc ...)
Once we have the 3 files it is IMPORTANT: BACK UP. I always create a folder for my Mods, and within it I create two new ones. One to back up the original files and another one with some other name, where I'm going to see the progress of my Mod. To this I put EXP, for a point of order. But you can do it as you prefer.
Then, we put the files in the RESP folder to backup (the name "RESP" comes from "backing" up in Spanish xD)
Screenshot 1
Then we put the same files in the EXP folder or wherever prefer and drag them ALL TOGETHER to the Xenoviewer Emdfbx. Once converted into Fbx, we import them into 3DS MAX or any program that you prefer.
Screenshot 2
Step 2: (IF YOU KNOW HOW TO MANIPULATE AND POSITION THE 3D MODELS IN 3DS MAX, CONTINUE WITH THE STEP 3)
Press on the rotation button and at the bottom on the X axis write "90" and ENTER.
Then change to the movement button and on the Z and Y axes write 0 and 0, pressing ENTER respectively.
Screenshot 3
Screenshot 4
Screenshot 5
Step 3: Detach what will use.
Remember that in 3DS MAX and in Xenoviewer things are inverted like in a mirror, so if we position our model face to face, the arm that is seen to the right is actually the left one and so on.
So, I want my character's left arm to have the arm of an SSJ 4, so we must first remove the original left arm.
Select the normal Bust and right click to select Isolate selection and in this way, we work more personalized with each model.
Screenshot 6
Then go to the right of your screen and press Editable Mesh and click on Element.
Screenshot 7
Then drag the mouse over the arm of your model to select it. Be careful not to select anything other than the arm and shoulder, as well as not having any part of the arm left unselected.
Screenshot 8
Then we go down and with the selected arm we click on Detach. Accept the box or anything that appears.
Screenshot 9
We do the same with the other model, in this case the bust of Goku in SSJ4, however before pressing detach, we go to the toolbar and press Invert selection, so that the entire Bust is selected except for the arm. Now we press on Detach. Right click on the model and End Isolate selection. Press on "Skin" and then select everything, so that both models are selected, as they were at the beginning when we imported. Now we Export
Screenshot 10
Screenshot 11
Screenshot 12
As I mentioned, to work with my Model I used a folder that I named EXP. So not to confuse me, what I do is export the fbx file out of this folder. Drag this file to the FBXEMD of the xenoviewer.
Screenshot 13
Apart from the models in .Emd, two files with the name "Object" were exported. Delete them and then copy the .Emd files, in my case the "HUM_000" and the "GK4_000" to the folder of your work. In my case, EXP. Replace the files and then re-select everything in that folder and convert it to FBX as in the beginning and re-import the new FBX file to 3DS MAX.
Make sure you have rebooted the 3DS MAX scene before re-importing. For this just go to the toolbar in the upper left and click on File / New / and then on New All.
Step 4: Attach the two models.
Once imported, what we will do is click on Isolate Selection again, for a practical matter. Then we go to the left and eliminate the "Skin" of the model. Do this with both. No matter what order you do it, just be sure to remove the "Skin" of both models.
Screenshot 14
Now select any of the two models you want and right click on it. Then click on Attach. The mouse cursor will become a kind of cross, so you must click on the other model to attach it. A dialog box will appear, just click on accept.
Screenshot 15
Now both models are united. Before exporting, you will see that the second model that you attached now looks somewhat rustic. To solve this just press Element to select the full model in red and scroll down with the mouse wheel until you find the section "Smoothing groups" with a numeric keypad and click on the number 1. Go to deselect the Element button and export the model in the same way that I explained the first time we export.
Screenshot 16
IMPORTANT: DO NOT REPLACE THIS NEW FILE BY ANY OF THE OTHER FILES.
Then the exported fbx file is dragged to the fbxemd of xenoviewer again. To avoid problems, the .emd file that has just been generated, I will change the name. Just to not be confused with the next step.
STEP 5: Return the weight of each model in one.
Now we will need the Xmlconverter. Go to the folder in which your model is working and drag the .emd files of each model separately. Do the same with the new .emd file that has the two models attached. Now we should have 3 xml files. Two inside the EXP folder and another outside. Open all files.
Screenshot 17
Note that the Lider file is the new one, which has both models attached. Therefore, WE WILL COPY ONLY AND WE WILL PASTE
THE MATERIALS OF THE OTHER MODELS THAT THE NEW ATTACHED MODEL ASKS US.
Why do I say this? Well, because when we open the xml of the files in the EXP folder, we will still have materials that in theory, we have already eliminated. Ignore this and just copy the codes of the materials that the new model attacked asks for. Then, as you will see here, the first material that the new model asks for is the "SKIN_bust" of the normal bust. How do I know this? Because the materials are in the order they were attached, because in 3DS MAX I selected the normal bust first and then I attached the SSJ4.
Then we go to the XML file of the normal Bust without attaching and we right click under "<EMDSubmesh name =" and press "Start / end selection". You will see that everything is outlined in red. We go down to the end of that delineate and right click where I show in the capture, just under "Texturedefinitions" and we select "Start / End selection" and you will see that all the material was selected. Right click to copy or simply press CONTROL + C. Then we go to the XML file of the new attached model and carry out the same process, only until we select. Without copying anything. Because instead of copying, we now press PASTE or CONTROL + V.
Screenshot 18
Screenshot 18-1
Now we go down and see that there is a new material. This material corresponds to the arm of SSJ4, whose material obviously is not in the Hum_000_bust.emd.xml but in the GK4_000_Bust.emd.xml. We perform the same procedure as with the previous one and paste it in the same way under the corresponding material.
Note: If you go to GK4_000_bust.emd.xml, you will see that there is also a material named skin_bust. Ignore it, since these are residues of the original model. If you copy this you will only get crying and more suffering than there was in Saint Seiya or Naruto xD As I said before, if the new model attached does not ask for a material, do not copy it. Just limit yourself to copying what model ask for.
Once you have done this with all the materials you need, just click save. With the modified xml file and saved the new model attached, just drag that file to the XenoxmlConverter to convert it back to .Emd and voila, you have your modified model with movement. Now you just have to change the name of the .emd file so that it matches the other files of your mod, that is, with the .emm, emb, dyt.emb
Screenshot 19
How do I verify that the model is right?
You need the file HUM_000.Esk that you used for the MOD and the SYM.EAN file (the Esk and EAN change depending on the character's race)
Open the xenoviewer.
With those two files plus the 4 files of your mod, you only need to drag them to the xenoviewer.
Screenshot 20
In the part on the left you will see a file named Skeleton. Drag the other files that appear in that box so that they are under the skeleton and then click on any "Animation list" animation that appears in the center of the screen. The model should move without problems. If there is a problem such as a texture going to another side or moving in a way that it should not, then check the previous steps well.
Screenshot 21
Screenshot 21-1
I will not explain how to edit the .emm file and dyt.emb for the colors or the .emb to remove the black lines in the model because this tutorial is already long enough. If you have any questions such as that or any other, ask me in the comments and I will answer without problems.
Before starting, I would like to comment on some things. The truth is that I am very new to these things, so maybe if you understand more about 3D models some things may seem wrong.
My language is Spanish, and although I can understand a little English, it is not my strong point at all, so I will use the google translator xD
As far as the technical thing, as I mentioned, I am very new so I may not refer to certain concepts correctly, so I do not know if this is Rigging, copying weight of bones or something else. The point is that I know how to do it xD
Most likely that the higher level Modders already know this method, but this occurred to me after looking and looking and see tutorials in English on Rigging and those things and not understand, so it is a method that can be used by advanced users as for people like me, who barely uses Paint.
OBSERVATION: This method works with almost all models, however it is still a method with some limitations. For example, models with physics such as the SSJ 3 hair or Trunks' Patrol coat have a similar treatment, but the .esk file that it brings in a different way must be edited.
To start we need:
Obviously a program like Blender or 3DS MAX (I am more familiar with 3DS MAX)
A program to edit files in xml
Xenoviewer and the XenoXMLConverter from Olganix.
I will do this method in the most basic way possible, so I will use two simple models.
I will use the basic Bust of the CAC and the Goku Bust in SSJ4. As basic as this is, I will assume that if you have reached this point, it is because you at least know how to install Mods, so I will not explain where these things are taken from.
Step 1 Organize your work.
What I will do in this tutorial is to make my Bust have a normal arm and the other arm is SSJ 4 (Do not look for an aesthetic sense in this, because it is the ugliest of Universe 7 and I do it only to explain how it works xD )
Apart from the two models I just mentioned, we will need the file HUM_000.Esk (This depends on whether you want to do this with a human, saiyan, Namek, majin, etc ...)
Once we have the 3 files it is IMPORTANT: BACK UP. I always create a folder for my Mods, and within it I create two new ones. One to back up the original files and another one with some other name, where I'm going to see the progress of my Mod. To this I put EXP, for a point of order. But you can do it as you prefer.
Then, we put the files in the RESP folder to backup (the name "RESP" comes from "backing" up in Spanish xD)
Screenshot 1
Then we put the same files in the EXP folder or wherever prefer and drag them ALL TOGETHER to the Xenoviewer Emdfbx. Once converted into Fbx, we import them into 3DS MAX or any program that you prefer.
Screenshot 2
Step 2: (IF YOU KNOW HOW TO MANIPULATE AND POSITION THE 3D MODELS IN 3DS MAX, CONTINUE WITH THE STEP 3)
Press on the rotation button and at the bottom on the X axis write "90" and ENTER.
Then change to the movement button and on the Z and Y axes write 0 and 0, pressing ENTER respectively.
Screenshot 3
Screenshot 4
Screenshot 5
Step 3: Detach what will use.
Remember that in 3DS MAX and in Xenoviewer things are inverted like in a mirror, so if we position our model face to face, the arm that is seen to the right is actually the left one and so on.
So, I want my character's left arm to have the arm of an SSJ 4, so we must first remove the original left arm.
Select the normal Bust and right click to select Isolate selection and in this way, we work more personalized with each model.
Screenshot 6
Then go to the right of your screen and press Editable Mesh and click on Element.
Screenshot 7
Then drag the mouse over the arm of your model to select it. Be careful not to select anything other than the arm and shoulder, as well as not having any part of the arm left unselected.
Screenshot 8
Then we go down and with the selected arm we click on Detach. Accept the box or anything that appears.
Screenshot 9
We do the same with the other model, in this case the bust of Goku in SSJ4, however before pressing detach, we go to the toolbar and press Invert selection, so that the entire Bust is selected except for the arm. Now we press on Detach. Right click on the model and End Isolate selection. Press on "Skin" and then select everything, so that both models are selected, as they were at the beginning when we imported. Now we Export
Screenshot 10
Screenshot 11
Screenshot 12
As I mentioned, to work with my Model I used a folder that I named EXP. So not to confuse me, what I do is export the fbx file out of this folder. Drag this file to the FBXEMD of the xenoviewer.
Screenshot 13
Apart from the models in .Emd, two files with the name "Object" were exported. Delete them and then copy the .Emd files, in my case the "HUM_000" and the "GK4_000" to the folder of your work. In my case, EXP. Replace the files and then re-select everything in that folder and convert it to FBX as in the beginning and re-import the new FBX file to 3DS MAX.
Make sure you have rebooted the 3DS MAX scene before re-importing. For this just go to the toolbar in the upper left and click on File / New / and then on New All.
Step 4: Attach the two models.
Once imported, what we will do is click on Isolate Selection again, for a practical matter. Then we go to the left and eliminate the "Skin" of the model. Do this with both. No matter what order you do it, just be sure to remove the "Skin" of both models.
Screenshot 14
Now select any of the two models you want and right click on it. Then click on Attach. The mouse cursor will become a kind of cross, so you must click on the other model to attach it. A dialog box will appear, just click on accept.
Screenshot 15
Now both models are united. Before exporting, you will see that the second model that you attached now looks somewhat rustic. To solve this just press Element to select the full model in red and scroll down with the mouse wheel until you find the section "Smoothing groups" with a numeric keypad and click on the number 1. Go to deselect the Element button and export the model in the same way that I explained the first time we export.
Screenshot 16
IMPORTANT: DO NOT REPLACE THIS NEW FILE BY ANY OF THE OTHER FILES.
Then the exported fbx file is dragged to the fbxemd of xenoviewer again. To avoid problems, the .emd file that has just been generated, I will change the name. Just to not be confused with the next step.
STEP 5: Return the weight of each model in one.
Now we will need the Xmlconverter. Go to the folder in which your model is working and drag the .emd files of each model separately. Do the same with the new .emd file that has the two models attached. Now we should have 3 xml files. Two inside the EXP folder and another outside. Open all files.
Screenshot 17
Note that the Lider file is the new one, which has both models attached. Therefore, WE WILL COPY ONLY AND WE WILL PASTE
THE MATERIALS OF THE OTHER MODELS THAT THE NEW ATTACHED MODEL ASKS US.
Why do I say this? Well, because when we open the xml of the files in the EXP folder, we will still have materials that in theory, we have already eliminated. Ignore this and just copy the codes of the materials that the new model attacked asks for. Then, as you will see here, the first material that the new model asks for is the "SKIN_bust" of the normal bust. How do I know this? Because the materials are in the order they were attached, because in 3DS MAX I selected the normal bust first and then I attached the SSJ4.
Then we go to the XML file of the normal Bust without attaching and we right click under "<EMDSubmesh name =" and press "Start / end selection". You will see that everything is outlined in red. We go down to the end of that delineate and right click where I show in the capture, just under "Texturedefinitions" and we select "Start / End selection" and you will see that all the material was selected. Right click to copy or simply press CONTROL + C. Then we go to the XML file of the new attached model and carry out the same process, only until we select. Without copying anything. Because instead of copying, we now press PASTE or CONTROL + V.
Screenshot 18
Screenshot 18-1
Now we go down and see that there is a new material. This material corresponds to the arm of SSJ4, whose material obviously is not in the Hum_000_bust.emd.xml but in the GK4_000_Bust.emd.xml. We perform the same procedure as with the previous one and paste it in the same way under the corresponding material.
Note: If you go to GK4_000_bust.emd.xml, you will see that there is also a material named skin_bust. Ignore it, since these are residues of the original model. If you copy this you will only get crying and more suffering than there was in Saint Seiya or Naruto xD As I said before, if the new model attached does not ask for a material, do not copy it. Just limit yourself to copying what model ask for.
Once you have done this with all the materials you need, just click save. With the modified xml file and saved the new model attached, just drag that file to the XenoxmlConverter to convert it back to .Emd and voila, you have your modified model with movement. Now you just have to change the name of the .emd file so that it matches the other files of your mod, that is, with the .emm, emb, dyt.emb
Screenshot 19
How do I verify that the model is right?
You need the file HUM_000.Esk that you used for the MOD and the SYM.EAN file (the Esk and EAN change depending on the character's race)
Open the xenoviewer.
With those two files plus the 4 files of your mod, you only need to drag them to the xenoviewer.
Screenshot 20
In the part on the left you will see a file named Skeleton. Drag the other files that appear in that box so that they are under the skeleton and then click on any "Animation list" animation that appears in the center of the screen. The model should move without problems. If there is a problem such as a texture going to another side or moving in a way that it should not, then check the previous steps well.
Screenshot 21
Screenshot 21-1
I will not explain how to edit the .emm file and dyt.emb for the colors or the .emb to remove the black lines in the model because this tutorial is already long enough. If you have any questions such as that or any other, ask me in the comments and I will answer without problems.