Hey there,
Thank you so much for this guide, it has helped me greatly!!
I'm currently struggling to find the actual files for all of the clothes in the game. Would you be able to point me in the right direction to how you were able to get the sweater for the character in the tutorial?
05-02-2021, 12:12 PM (This post was last modified: 05-02-2021, 12:13 PM by Penguinburger1.)
(05-01-2021, 11:37 PM)eggy Wrote: Hey there,
Thank you so much for this guide, it has helped me greatly!!
I'm currently struggling to find the actual files for all of the clothes in the game. Would you be able to point me in the right direction to how you were able to get the sweater for the character in the tutorial?
Hello eggy,
It's been a while since I've been in the AC files, but if I remember correctly there are only a handful of clothes models under the Player file directory. Then you have to apply textures to those models. So the sweater is just a texture of a generic sweater model, and dozens of other clothes are just textures for that same sweater model. I think that's just mostly for the top clothing item, so tanktop, short sleeved, long sleeved, coat, etc., all those will be different clothing top 3D models. Then just loads of variations for those base models.
02-08-2022, 12:06 PM (This post was last modified: 02-08-2022, 12:48 PM by Scolipedeking.)
Has anyone figured out how to get the eyes to work in Cycles rendering? I tried a lot and got stuck with the sclera being black. If this question has been answered, please let me know as detailed as possible.
I’m a bit late to the conversation, but I wanted to say thanks to everyone who’s contributed to this thread as it’s been immensely helpful. I thought I’d share some of my own findings here too.
Model
I ended up joining all the objects of the body together (with the exceptions of the nose and paint objects) and using the merge vertices by distance function to ensure they were all connected. Before doing this the model would sometimes break apart at the seams while posing the character. Joining them solved that issue.
Eye Texture
As others have mentioned before, if the sclera (whites) of the eyes appear black in Cycles, all you have to do to fix this is switch the Color Space of the Base Color (albedo texture) to Non-Color. Unfortunately this also makes the outline of the eye pale, but this can be fixed by placing a Gamma node after the Base Color and setting the value to 2.2 (a fact that took me about two days to figure out.)
The slider was made by adding a Mix Shader and using Ctrl+G to make it into a group. After hitting tab to enter the group, I deleted the Mix Shader, then in the side panel of the Shader Editor (accessible by hitting N) under the Group tab I selected the Shader values in the Inputs and Outputs sections and clicked the minus remove them. I then selected the Fac value under Inputs and changed the Min to -1 and Max to 14.99 (because I had a sequence of 15 images for each of the texture nodes.) This left the node group with a Fac value that could act as a slider.
I imported the albedo, mix, and normal textures each as image sequences, set the Frames to 1, and made sure Auto Refresh was checked. To get the Fac value on the slider node group to switch each of these textures simultaneously, I right clicked on it and selected Copy As New Driver. I then right clicked the Offset values of each image sequence and selected Paste Driver. Now sliding the Fac value allowed me to quickly switch between eye textures, and I could even keyframe it for animation.
I also used a similar setup for the mouth texture, setting the Fac value Max to 7.99 instead of 14.99 as there were only 8 mouth textures.
*I found the slider tutorial through one of Densle’s behind the scenes videos for his ACNH animated series.
Rig
I deleted the original rig and vertex groups and generated new ones using the Rigify add-on. It was surprisingly straightforward and worked really well. Checking Preserve Volume on the armature modifier for the clothing helped it keep its shape a little better. I did delete the soft mesh object from the shorts, however, as I couldn’t work out how to get them to move with the rest of the mesh without clipping or distortion.
Again, thanks to everyone who’s added to this thread, and all the best to anyone trying this out!
(05-02-2023, 05:39 AM)Freidis Wrote: I’m a bit late to the conversation, but I wanted to say thanks to everyone who’s contributed to this thread as it’s been immensely helpful. I thought I’d share some of my own findings here too.
Model
I ended up joining all the objects of the body together (with the exceptions of the nose and paint objects) and using the merge vertices by distance function to ensure they were all connected. Before doing this the model would sometimes break apart at the seams while posing the character. Joining them solved that issue.
Eye Texture
As others have mentioned before, if the sclera (whites) of the eyes appear black in Cycles, all you have to do to fix this is switch the Color Space of the Base Color (albedo texture) to Non-Color. Unfortunately this also makes the outline of the eye pale, but this can be fixed by placing a Gamma node after the Base Color and setting the value to 2.2 (a fact that took me about two days to figure out.)
The slider was made by adding a Mix Shader and using Ctrl+G to make it into a group. After hitting tab to enter the group, I deleted the Mix Shader, then in the side panel of the Shader Editor (accessible by hitting N) under the Group tab I selected the Shader values in the Inputs and Outputs sections and clicked the minus remove them. I then selected the Fac value under Inputs and changed the Min to -1 and Max to 14.99 (because I had a sequence of 15 images for each of the texture nodes.) This left the node group with a Fac value that could act as a slider.
I imported the albedo, mix, and normal textures each as image sequences, set the Frames to 1, and made sure Auto Refresh was checked. To get the Fac value on the slider node group to switch each of these textures simultaneously, I right clicked on it and selected Copy As New Driver. I then right clicked the Offset values of each image sequence and selected Paste Driver. Now sliding the Fac value allowed me to quickly switch between eye textures, and I could even keyframe it for animation.
I also used a similar setup for the mouth texture, setting the Fac value Max to 7.99 instead of 14.99 as there were only 8 mouth textures.
*I found the slider tutorial through one of Densle’s behind the scenes videos for his ACNH animated series.
Rig
I deleted the original rig and vertex groups and generated new ones using the Rigify add-on. It was surprisingly straightforward and worked really well. Checking Preserve Volume on the armature modifier for the clothing helped it keep its shape a little better. I did delete the soft mesh object from the shorts, however, as I couldn’t work out how to get them to move with the rest of the mesh without clipping or distortion.
Again, thanks to everyone who’s added to this thread, and all the best to anyone trying this out!
Hi! I saw this yesterday to be specific and just letting you know, this made me wanting to try again! Hopefully it'll work, Ive been trying for months but as I'm new in Blender I dont know all the features blender have and is kind of hard for me! but I feel like this may be useful for me
(05-02-2023, 05:39 AM)Freidis Wrote: I’m a bit late to the conversation, but I wanted to say thanks to everyone who’s contributed to this thread as it’s been immensely helpful. I thought I’d share some of my own findings here too.
Model
I ended up joining all the objects of the body together (with the exceptions of the nose and paint objects) and using the merge vertices by distance function to ensure they were all connected. Before doing this the model would sometimes break apart at the seams while posing the character. Joining them solved that issue.
Eye Texture
As others have mentioned before, if the sclera (whites) of the eyes appear black in Cycles, all you have to do to fix this is switch the Color Space of the Base Color (albedo texture) to Non-Color. Unfortunately this also makes the outline of the eye pale, but this can be fixed by placing a Gamma node after the Base Color and setting the value to 2.2 (a fact that took me about two days to figure out.)
The slider was made by adding a Mix Shader and using Ctrl+G to make it into a group. After hitting tab to enter the group, I deleted the Mix Shader, then in the side panel of the Shader Editor (accessible by hitting N) under the Group tab I selected the Shader values in the Inputs and Outputs sections and clicked the minus remove them. I then selected the Fac value under Inputs and changed the Min to -1 and Max to 14.99 (because I had a sequence of 15 images for each of the texture nodes.) This left the node group with a Fac value that could act as a slider.
I imported the albedo, mix, and normal textures each as image sequences, set the Frames to 1, and made sure Auto Refresh was checked. To get the Fac value on the slider node group to switch each of these textures simultaneously, I right clicked on it and selected Copy As New Driver. I then right clicked the Offset values of each image sequence and selected Paste Driver. Now sliding the Fac value allowed me to quickly switch between eye textures, and I could even keyframe it for animation.
I also used a similar setup for the mouth texture, setting the Fac value Max to 7.99 instead of 14.99 as there were only 8 mouth textures.
*I found the slider tutorial through one of Densle’s behind the scenes videos for his ACNH animated series.
Rig
I deleted the original rig and vertex groups and generated new ones using the Rigify add-on. It was surprisingly straightforward and worked really well. Checking Preserve Volume on the armature modifier for the clothing helped it keep its shape a little better. I did delete the soft mesh object from the shorts, however, as I couldn’t work out how to get them to move with the rest of the mesh without clipping or distortion.
Again, thanks to everyone who’s added to this thread, and all the best to anyone trying this out!
Sorry for being even LATER but I was hope you could help me with some issues in my textures since your node setup is the only one that's so far worked for me. For some reason the eyes and cheeks don't want to appear like the rest of the body, and it looks like my eye color is too light (we're using the same eye color). The eyes actually started working for once but I stumbled onto it by accident so I can't tell you how I fixed them. I put a photo of the node even though it's basically your set up but I don't know what's going wrong.
(09-09-2023, 02:24 AM)heartscube Wrote: Sorry for being even LATER but I was hope you could help me with some issues in my textures since your node setup is the only one that's so far worked for me. For some reason the eyes and cheeks don't want to appear like the rest of the body, and it looks like my eye color is too light (we're using the same eye color). The eyes actually started working for once but I stumbled onto it by accident so I can't tell you how I fixed them. I put a photo of the node even though it's basically your set up but I don't know what's going wrong.
I'm not sure exactly how to fix this, but here are a few ideas for troubleshooting:
- Try setting the Color Space on the cheek texture to "Non-Color" instead of "sRGB".
- Play around with the Specular setting on the Principled BSDF node. See if setting it to 1 makes any difference.
- Make sure the node group with the skin color is connected correctly. You can try adding the skin color directly to the mix node like you did with the blush color to check if that's where the issue is.
- Try hiding the mPaint object temporarily to see if that's affecting it at all.
I believe I used Blender 3.4 when I made mine, so if you're on a different version some of the settings might be slightly different.