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Fire Emblem Warriors (Switch) - Model Collection (All base Costumes)
(03-22-2018, 07:43 AM)kurokairaku Wrote:
(03-22-2018, 04:13 AM)Uncle Koopa Wrote:
(03-22-2018, 01:11 AM)Deschamps12 Wrote: I managed to get blinking, eye tracking and visemes working for these models. Eye tracking especially was a DAMN PAIN!! but it's pretty decent. All the mouth bones can get a bit annoying but it's worth it in the end bc it gives you more flexibility to get exactly what you want! Still waiting for Xander!! Saw the empty file uploaded and I've been freaking out for the past couple of days waiting for something to come up in it lol. If you guys need help with your models please let me know! (lovely picture btw)

I managed to figure out lip sync and emotions via shape keys. That was the easy part. In CATS, you basically just move the face bones around in Pose Mode until you get the desired emotion/mouth visemes you want. Then, you hit the "Create Shape Key from Pose" button underneath the "Pose Mode" button in CATS. Blinking is also easy, but with CATS, I need to do blinking and eye tracking at the same time. I haven't figured out eye tracking yet. Would you mind quickly letting us know your method for getting eye tracking to work? Glad to know it's at least possible Smile

Daily reminder (if you haven't already) to give Camilla her hairref's back. Tis the only thing missing, as far as I know.

~~~~

Unrelated note, its hilarious how Pack 3 DLC releases for FEW the moment I complete Cordelia. If I just waited a day longer...

Ah, that was my friend's avatar. He got rid of it because it wasn't looking quite right in Unity despite trying many different things, so he decided to just get rid of it altogether. He also decided to brighten up her entire model, thus resulting in a little bit of loss of detail. It's all personal preference. But we've since made a few adjustments to both the models to make them look better. Thanks for the feedback, though Smile

Also yeah, earlier yesterday, many news sites were reporting that the Awakening DLC pack launches today, but later on in the night, people were reporting it to be the 29th instead. Lots of weird confusion there. At least it's coming out very soon.
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I know she's incomplete but dude, thank you for this, my life is now complete.
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Looks like it was smart for me to hold off on asking for Lucina, given her Armor Break model's coming in the next dlc batch. Thanks for Camilla, been trying to see if I can port her to G-Mod, but 3DS Max is giving me issues reinstalling.....
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(03-22-2018, 09:44 AM)akuago220 Wrote: Looks like it was smart for me to hold off on asking for Lucina, given her Armor Break model's coming in the next dlc batch. Thanks for Camilla, been trying to see if I can port her to G-Mod, but 3DS Max is giving me issues reinstalling.....

AFAIK. She already has her armorbreak though, but most likely its going to get updated and fixed up. I notice all models have armorbreak models just they arn't properly made or rigged, like Cordelia's for example. Her boob bones move her entire chest, rather than just, the boobs, including some weird inconsistancies. 

Though waiting for the newer model files always helps as there could be improvements made that are invisible.
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Thanks for getting Niles. Now I'm just waiting for Male Robin
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(03-21-2018, 07:40 PM)kurokairaku Wrote:
(03-21-2018, 04:07 PM)Cris Monti Wrote: I want to know... do you want a max script to import g1m? (Im speak spanish, so sometimes i got confused with english)

Would honestly love that, since I work in max. But I am fine with how things are. Currently my problem is incompatibilities with g1m to smc that steven's gas machine offers. Even if I can import directly into 3DS MAX, it wont solve my more pressing issue. Where you offering? I still wounldn't mind a script. If you are capable of it, maybe you could even solve the issue? Not to sure what you meant, or if you where just curious what I wanted out of my request post.

http://www.mediafire.com/download/beaauv.../dw7-1.rar (this is suppoused to be able to do this but idk if it actually works)...
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(03-22-2018, 04:43 PM)Cris Monti Wrote:
(03-21-2018, 07:40 PM)kurokairaku Wrote:
(03-21-2018, 04:07 PM)Cris Monti Wrote: I want to know... do you want a max script to import g1m? (Im speak spanish, so sometimes i got confused with english)

Would honestly love that, since I work in max. But I am fine with how things are. Currently my problem is incompatibilities with g1m to smc that steven's gas machine offers. Even if I can import directly into 3DS MAX, it wont solve my more pressing issue. Where you offering? I still wounldn't mind a script. If you are capable of it, maybe you could even solve the issue? Not to sure what you meant, or if you where just curious what I wanted out of my request post.

http://www.mediafire.com/download/beaauv.../dw7-1.rar (this is suppoused to be able to do this but idk if it actually works)...


As far as I know, it doesn't. If I recall properly, the script was abandoned as well, unfortunately. It of been pretty useful though, but I need a custom one created for me. Though this can be an easy source code resource for anyone who actually accepts my plea for help and creates something for me.
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(03-22-2018, 04:13 AM)Uncle Koopa Wrote:
(03-22-2018, 01:11 AM)Deschamps12 Wrote:
(03-16-2018, 10:35 AM)ToukoKino Wrote: Nice! Glad you managed to get it to work. Smile
I managed to get blinking, eye tracking and visemes working for these models. Eye tracking especially was a DAMN PAIN!! but it's pretty decent. All the mouth bones can get a bit annoying but it's worth it in the end bc it gives you more flexibility to get exactly what you want! Still waiting for Xander!! Saw the empty file uploaded and I've been freaking out for the past couple of days waiting for something to come up in it lol. If you guys need help with your models please let me know! (lovely picture btw)

I managed to figure out lip sync and emotions via shape keys. That was the easy part. In CATS, you basically just move the face bones around in Pose Mode until you get the desired emotion/mouth visemes you want. Then, you hit the "Create Shape Key from Pose" button underneath the "Pose Mode" button in CATS. Blinking is also easy, but with CATS, I need to do blinking and eye tracking at the same time. I haven't figured out eye tracking yet. Would you mind quickly letting us know your method for getting eye tracking to work? Glad to know it's at least possible Smile
Pose mode gets really really clumsy when I try using it in Blender, other than getting super intimidated by the sheer amount of bones in the face I can't really figure out which three face poses I need to get the correct shape keys made.
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(03-23-2018, 08:39 AM)ToukoKino Wrote:
(03-22-2018, 04:13 AM)Uncle Koopa Wrote:
(03-22-2018, 01:11 AM)Deschamps12 Wrote: I managed to get blinking, eye tracking and visemes working for these models. Eye tracking especially was a DAMN PAIN!! but it's pretty decent. All the mouth bones can get a bit annoying but it's worth it in the end bc it gives you more flexibility to get exactly what you want! Still waiting for Xander!! Saw the empty file uploaded and I've been freaking out for the past couple of days waiting for something to come up in it lol. If you guys need help with your models please let me know! (lovely picture btw)

I managed to figure out lip sync and emotions via shape keys. That was the easy part. In CATS, you basically just move the face bones around in Pose Mode until you get the desired emotion/mouth visemes you want. Then, you hit the "Create Shape Key from Pose" button underneath the "Pose Mode" button in CATS. Blinking is also easy, but with CATS, I need to do blinking and eye tracking at the same time. I haven't figured out eye tracking yet. Would you mind quickly letting us know your method for getting eye tracking to work? Glad to know it's at least possible Smile
Pose mode gets really really clumsy when I try using it in Blender, other than getting super intimidated by the sheer amount of bones in the face I can't really figure out which three face poses I need to get the correct shape keys made.

Don't try to use the base DAE file in Blender, it literally screws the bones up. What you need to do is convert the DAE to another DAE using Noesis and then import the converted DAE into Blender. You'll find the Textures need to be reapplied but you can use the FBX file as a guide if you don't know what textures go on what meshes.
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(03-23-2018, 02:40 PM)ninetalescommander Wrote:
(03-23-2018, 08:39 AM)ToukoKino Wrote:
(03-22-2018, 04:13 AM)Uncle Koopa Wrote: I managed to figure out lip sync and emotions via shape keys. That was the easy part. In CATS, you basically just move the face bones around in Pose Mode until you get the desired emotion/mouth visemes you want. Then, you hit the "Create Shape Key from Pose" button underneath the "Pose Mode" button in CATS. Blinking is also easy, but with CATS, I need to do blinking and eye tracking at the same time. I haven't figured out eye tracking yet. Would you mind quickly letting us know your method for getting eye tracking to work? Glad to know it's at least possible Smile
Pose mode gets really really clumsy when I try using it in Blender, other than getting super intimidated by the sheer amount of bones in the face I can't really figure out which three face poses I need to get the correct shape keys made.

Don't try to use the base DAE file in Blender, it literally screws the bones up. What you need to do is convert the DAE to another DAE using Noesis and then import the converted DAE into Blender. You'll find the Textures need to be reapplied but you can use the FBX file as a guide if you don't know what textures go on what meshes.

I use the base FBX because converting it over strips the textures off and doesn't let me fix them and turns all the bones from triangular points into giant spheres.
It also messes up the rotation and makes the model obscenely huge. I prefer to use the base fbx since it already has the textures and isn't going to give me a hassle trying to fix it.
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Xander added, with a note about my full time employment. Releases will come late Saturday or mid day Sunday now as i'll have the most free time. Will attempt to get a steady release on that so you can always look forward for another char.
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(03-24-2018, 01:39 AM)kurokairaku Wrote: Xander added, with a note about my full time employment. Releases will come late Saturday or mid day Sunday now as i'll have the most free time. Will attempt to get a steady release on that so you can always look forward for another char.

Thank you very much for adding Xander. It seems a good plan to release a model on the weeekend, so that way we can have something to look forward to.
Also, I cannot seem to find Xander's Armor Break model. Is it really inside the same folder as the default model?
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(03-24-2018, 05:48 AM)ambros489 Wrote:
(03-24-2018, 01:39 AM)kurokairaku Wrote: Xander added, with a note about my full time employment. Releases will come late Saturday or mid day Sunday now as i'll have the most free time. Will attempt to get a steady release on that so you can always look forward for another char.

Thank you very much for adding Xander. It seems a good plan to release a model on the weeekend, so that way we can have something to look forward to.
Also, I cannot seem to find Xander's Armor Break model. Is it really inside the same folder as the default model?

Jeeze, you guys sure want to see the guy topless so bad XD. Yeah I accidentally forgot to include him. I hand you guys my project folder because I'm lazy and I don't want to have do even more work just to organize a release version so I just outright delete my .max and project related folders like back up, skindata and other things. Must of deleted the armorbreak fbx too. 

But yeah, it will be sometime saturday as I actually plan to do the work on monday to friday then release saturday so I don't overwork myself and get burnt out with all that + full time employment. Though considering I have no social life, girlfriend or anything meaningful in my life I might just get a backlog of stuff... I still need to solve this g1m issue anyways which plagues a few characters and no one is helping on it despite my pleads for help on various websites. >.>
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(03-24-2018, 06:01 AM)kurokairaku Wrote: Jeeze, you guys sure want to see the guy topless so bad XD. Yeah I accidentally forgot to include him. I hand you guys my project folder because I'm lazy and I don't want to have do even more work just to organize a release version so I just outright delete my .max and project related folders like back up, skindata and other things. Must of deleted the armorbreak fbx too. 

But yeah, it will be sometime saturday as I actually plan to do the work on monday to friday then release saturday so I don't overwork myself and get burnt out with all that + full time employment. Though considering I have no social life, girlfriend or anything meaningful in my life I might just get a backlog of stuff... I still need to solve this g1m issue anyways which plagues a few characters and no one is helping on it despite my pleads for help on various websites. >.>

Hey man, the people want some manservice along with the standard fanservice.

That said I would like to ask you a couple of things:

-How far into the future could we get Azura, Corrin, Takumi, Sakura, or Ryoma? I ask just because it seems best to wait for the patch before extracting more Awakening characters.

-Which models can't you get because of the g1m situation? That way we know which ones we shouldn't expect until that is solved

-Are you aiming to get all the regular models out first, then add the promotion and DLC costumes? or just whatever you can as you go?

Thank you very much for the Xander model, I appreciate you guys are doing this a lot.
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(03-22-2018, 04:13 AM)Uncle Koopa Wrote:
(03-22-2018, 01:11 AM)Deschamps12 Wrote:
(03-16-2018, 10:35 AM)ToukoKino Wrote: Nice! Glad you managed to get it to work. Smile
I managed to get blinking, eye tracking and visemes working for these models. Eye tracking especially was a DAMN PAIN!! but it's pretty decent. All the mouth bones can get a bit annoying but it's worth it in the end bc it gives you more flexibility to get exactly what you want! Still waiting for Xander!! Saw the empty file uploaded and I've been freaking out for the past couple of days waiting for something to come up in it lol. If you guys need help with your models please let me know! (lovely picture btw)

I managed to figure out lip sync and emotions via shape keys. That was the easy part. In CATS, you basically just move the face bones around in Pose Mode until you get the desired emotion/mouth visemes you want. Then, you hit the "Create Shape Key from Pose" button underneath the "Pose Mode" button in CATS. Blinking is also easy, but with CATS, I need to do blinking and eye tracking at the same time. I haven't figured out eye tracking yet. Would you mind quickly letting us know your method for getting eye tracking to work? Glad to know it's at least possible Smile
Honestly I don't have like a specific method bc its so finicky and works for some and not for others, also bc some models have a single eye mesh and others have separate ones for the eyewhites and the iris. But for example, for the Niles model, I created an eyebone for each eye and put the tip of the bones through the middle of the black circle in the center of the eye. You have to create a vertex group for the eyeballs and if there isnt one already one for the eyewhites. Then you push back the eyewhites enough so that the iris does not clip but no so much that you can see the inside of the head through the eyesocket. (I know.) Then, name the eyebones you created the same as the vertex group for the eyes and go to pose mode to test its rotations. Usually rotations will be really messed up and you have to offset the bone to get them to turn properly. I'm still not great at getting it right and couldn't get Niles's to rotate super perfectly but it looks pretty decent once i limit rotations in unity. (will expand on that) If you get the eyes to move more or less how you want when rotated then you should be okay with those bones but sometimes i run that through cats just to test it with the eyetracking rotations just in case anything changes and to get the blink and lowerlid shapekeys in the right order/name. If you check it in CATS, make sure to rename the eyebone to something else thats not LeftEye and RightEye or else your eyes will be facing downwards the whole time. OK, so NOW you create two bones from the head and call THOSE RightEye and LeftEye. These shouldnt move anything at all, position, size, location doesn't matter either. You need to make these because for eyetracking, both Unity and Vrchat try to handle them and will result in the eyes looking down or being turned 90*, so when you make the "fake" Left/RightEye bones, vrchat will affect those only and the eyes you use in unity will be okay. When you put your model in Unity set the eyebones to whichever rotate properly. the ones you made, or the renamed CATS bones. Once you finish setting up the rig, click apply instead of done, and next to mapping, click the muscles & settings button.  Expand the "Head" drop down thing and then both "Eye Down-up" and "eye in-out". These control how far up/down/left/right your eyes will turn. Play around with these until you find a value that doesn't clip/pop out of the head. When you finish click apply and done. and you then you should set up your avatar how you would normally. Couple of things to note: Armature must be strictly Arranged as Hips>Spine>Chest>Neck>Head  with those exact names and Caps in the first letter. you can have other bones within each of those for example hips could have both legs attached to it etc. but Head must be directly connected to neck, the neck to the chest, chest to the spine, etc.
 Hope this wasn't too messy of a read. will try to explain better if you have questions. Also, I'm working on the daddy Xander model right now, might upload somewhere if I can get it working properly so you guys don't have to struggle.

(Ps: Have some slightly better Res Niles textures if you guys are interested, just ran them through waifu2x lol)
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