#miside-mods-discussion
1 messages · Page 13 of 1
BepInEx
bepinex for sure, isn't melon loader for NR ?
thanks for the answer, also i got confused between Bep and Melon so just decided to ask here straight away
still no new tab
Did anyone here already know that one of the earlier demo's for MiSide used to be in Mono?
it was purposefully switched over to il2cpp for both the latest demo and the final release
помоему это уже дурка
@shut acorn nice mod
By the way I continued just using the export scale of 0.01, for some reason it just worked
¯_(ツ)_/¯
Maybe it's my Blender version? I'm on 4.3.1
I guess it's just one of those life's great mysteries lol
i personally use 2.79
i used 4.3.2 to teach people but i dont encounter those problem
are you sure you applied scale and stuff to mesh?
armature should be almost irrelevant here
I did, that's why I'm so confused 
Is there any easy way to do this? I don't understand what they're showing. What buttons do they press, how do they highlight textures with clicks, why do they have several objects and I have one. Why is everything so complicated?
From how it seems from your video you are almost there. Materials are applied. Now you have to tell those materials to use the textures you have
damn i cant believe siddly is gone
?
he was a modder
created tiny mita restoration mod
and created MC replacement mod once
i used to guide him with stuff
what happen
So you'll need to set up each one of those materials like this basically
Damm that's a big shame : \
I didn't upload my video, I'm at the very beginning. I'm already watching the 4th video tutorial and I still don't understand. They somehow click on the model and the texture scan is immediately displayed in the next window. But this doesn't happen for me. I click the same thing but it doesn't happen the same way as in the video. I can't understand anything.
I am on 4.3.2
It doesn't happen because those materials you have don't have textures associated with them. The FBX files already contain UV mapping, all you need to do is tell them to use those images.
See the image I sent.
Go into shading, in the materials tab for the object select one of the materials. Replicate the node map in my image, put the appropriate texture in the image slot:
This will not work if you modified the UV mappings
If this doesn't work for you at all then, I don't really know how to help you : \
Whack. Tbh at this point I don't really care why for me it works at 0.01 scale only, because... well... it works
First time modding, decided to change the outfit with BepInEx
you don't need to use bepinex to change texture of this
Oh, well, I tried adding the skin without it and I just got ghost Mita
Why is this happening? Why do I have one grid displayed on top of the other? And it deforms when moving. How do I combine everything on a new combined texture if everything is deformed there?
how do i use mods on steam? im trying to use bepinex
using pngloader as a way to try and use a mod, i've already got mods that work for changing clothing texture, just trying to figure out how to get pngloader to work
Mita consists of multiple parts, each with its own UV mapping to the corresponding texture: hair has one map, dress has another, etc. If you expand that you'll see that it has multiple child objects under it
If you want to map all of it so a single texture you'll need to combine all the textures into one, and then manually remap each UV map, at least I don't know any better way
The UV map is "the grid"
So you'll need to combine all the textures into a single PNG using image editing software, and then map each parts grids separately to it
So there are two grids superimposed on each other. Two identical grids, one on top of the other
Most mods that are straight retextures go into \MiSide\Data\Custom other mods mostly use BepInEx and Universal Asset Loader. In the case of the latter, you need those two and the mod would go into \MiSide\BepInEx\plugins\UniversalAssetLoader\Assets\
No idea about pngloader
That's because most of these models are mirrored and use the same texture for left and right. So the left hand and right hand are mirror version of each other, thus occupy the same area on the texture
Well, how do I place them neatly on the same canvas, even if it's a big problem to move them. Sometimes, when selecting one grid, the second one clings and deforms, you need to zoom in a lot to carefully select only one of the grids.
I'm trying to move them all outside of the texture and then try to halve them and bring them back. But if there are 2-4 copies of one grid, then I'm afraid it will take me too much time and I'm not sure if I can then combine the overlaid grids.
You could probably just unwrap all of them, it should separate them. Select all of the grid (press A) and then unwrap
This will probably break the current texturing
This is the worst thing I have ever done.
😭
do mods mostly work on the demo version or does it work on the steam version? i bought the game full price and not the demo so
No, mods mostly work with the full version
gotcha, i'll try and figure out how to use pngloader somehow
I made my first mod for this game just today so I'm unexperienced af xD
All I really did was add a hat and change textures around
yea, i don't really know how to do textures and stuff
i do mod some games but never actually create them, just take them off gamebanana or nexus
and those games mostly have their own launchers
and aren't steam oriented
I don't know any other way to do this.
I mean Steam doesn't affect the modding of this game at all, you just need to place the mods in correct folders as each mod instructs. Basically no automatic mod installation
i just want to figure out how to remove the skirt, it's the only thing that i could find that doesn't involve textures, i'm gonna keep the skirt on tho since it's changed hella by my mods
I mean, to my understanding it really is the only way, unless you want to use a different 3D software
https://github.com/Rist8/MiSide-UniversalAssetLoader
Universal Assets Loader actually comes with remove skirt option as default since you it is needed for debug reasons anyway. Also any mods that change anything besides textures need this
Mod for loading assets in real time for a Unity game "MiSide" with update of assets on change and all features of https://github.com/Rist8/MiSide-Console-Unlocker - Rist8/MiSide-U...
oh alr
i got the one that as in the actual channel
do i just unzip in miside local files
No. Just follow the guide in the readme
https://github.com/Rist8/MiSide-UniversalAssetLoader?tab=readme-ov-file#installation-guide--руководство-по-установке
Mod for loading assets in real time for a Unity game "MiSide" with update of assets on change and all features of https://github.com/Rist8/MiSide-Console-Unlocker - Rist8/MiSide-U...
This software is counterintuitive and does not know how to do the simplest operations at all. Take 4 pictures, combine them with a chessboard and place the grid accordingly. It's the simplest operation and you have to do it manually.
ty
¯_(ツ)_/¯
not hard at all tbh
could do it in a few mins top
I haven't been able to do this for 3 hours now.
send me files
How do I compress a grid horizontally by exactly two?
@shut acorn dms rq
so just combine in a grid right
There are 3 1024x1024 textures and one 2048x2048
We need to combine them into one picture somehow.
there is 5 meshes
He basically wants all of the meshes to call onto the same texture map
ye ik
got room to spare
What is the texture resolution? Has the quality been lost?
up to you what you set the resolution to, but it will fit in a 1:1 resolution for sure
There are also three 1024p textures and one 2048p, which is twice as much.
If the original texture size is 1024 and I double it, the soap will work. Or not?
I will scale all the uvs by 0.50
ok?
Damn, I don't know. Take off the texture, I'll check it
I wanted to glue it together like that. The skin texture is twice as detailed, so I allocated more space for it.
But it's one thing to glue pictures together in a paint, and it's quite another to put a grid on them.
Is this the mask that I should put the texture under?
yes match the textures
all UVs are scaled by exactly 0.50
so you just have to match the textures under
Can I compress the texture size to, say, 4k without using a blender? 8k is probably still a bit much
I made it so big, so you can scale easily
to 4k or whatever size
easier to scale down things
yeah its dead simple
i lost the 10+ hours of help + progress that you gave me
oh
for no reason
whenever i export
i lose random vertex groups
and its just broken
for no reason
send over the .blend file maybe i can see whats wrong
or did you lose the weight painting in it too
wack
i know man
this?
that is absolutley crazy 0 autosaves for the moka model i was working on
in the whole 3-4 days i was doing it
absolutley crazy
4.3.2
2.93
ah yeah 2.9 doesnt have ⬇️ so you have to do that manually
is 4.3 useable for rigging?
im just gonna restart from the old save i got from aoba
nah
interesting
2.9 is easier
half the hotkeys on 2.9 dont even work in 4.3
makes you life harder
idk why would anyone use ancient versions of software
import mmd/ppx only works on 2.9.3 and below
becuse its easier bro
us when 2.79 and 2.93
aoba
i cant sleep..
im gonna do it 1 more time
if something happens
im done
some bs like yesterday
or 2 days ago
im done
like how bad could it be 
maybe its your school's monitoring software??
no those are the hair one
we did like a week ago
or whatever
different
100% bro
gonna have to give the IT a piece of my mind
ill cook up a cheeky trojan
lol
see how the computers go
i was seriously upset yesterday
i was about to quit
however
i loaded up aobas nude mod
and i thought
i get to see moka nude
so ill give one more chance

i am going to try to go to bed
thats a good idea
my brain is not braining
bro it would be like 8am for u have u not slept?
i just woke up from a 3hr power nap and im feeling FRESH
damn
bro ur job is fcked
im not functioning
i forgot blender now

goodnight
that actually does look pretty cool
all my night photos just turn out black
Why
for no reason

are there any mod to remove this menu i want to make a background
because the export is just cooked
only on that model btw
it just loses random vertex groups
prob i havent seen it done tho
i already done it
only seen the logo above it changed
which one
since 0.9
how?
i just did a lot of reverse engineering and thats it
PLEASE let me sleep
i can see the sun RISING
bro u know its ggs once you hear the birds chirping and shi
because that is WHAT happening right now
SLEEEEEEEEEEEEEEEEEPPPPPPPPPPPP
im suprised it hasnt risen yet its like 8am for him
it already 6am for me ;-;
its 6 and almost a half or whatever
BR5OOOOOOOOOOOOO
SLEEPPEOPOEPOEPEOPEPOEPEO
no more messages
sleep
close discord
i have a backup but its like before i fixed the edges of stuff aswell as a whole days worth of weight painting
i know bro blender always does this bs to me
just 2 days ago i lost the vertex groups of 10 backup moka models
and the only reason i have a model
is because i sent one of the backups to aoba
yeo
they all were the same
i had vertex groups
then i minimized blende
to watch aobas stream
and boom we i reopen
thanos snapped his finger or something
because for all 10
everything was gone
also somehow the models legs have moved when i havent even touched them
great
i dont even know how to fix that
@twilit tartan how do i move the leg bones without the actual model moving with it
im sure i learnt it just forgot
edit mode instead of pose
why do you need to tho?
I need help again. I don't understand how to connect the model to the UniversalAssetLoader.
There are lines like this on the example of a mod with CJ*CJ Mita create_skinned_appendix Mita CJ Body replace_tex Mita CJ CJ\cloth_merge replace_mesh Mita CJ CJ\CJMita CJ_mesh0000 The first lines seem to make it clear what they are and why. But with the most recent one, I can't figure out what CJMita CJ_mesh0000 means at the end of the line.
CJMita, like cloth_merge, are the names of the files, there are such files.
What does CJ_mesh0000 mean? Digging deeper, I realized that this is the name of the file inside the model file. I saw him in the blender
Well, there's no such thing inside my little Mita file. There is a separate body, clothes, head and hair. Therefore, I won't be able to include this file in the UniversalAssetLoader correctly, right?
CJ_mesh0000 is the name of the mesh
And this mesh is the only one in the file
There are four mesh files in my file.
you can export as 1
is th
is this a requirement? or can we have more than 1 mesh
// existing renderers on Mita
// - Attribute
// - Body
// - Hair
// - Head
// - Pantyhose
// - Shoes
// - Skirt
// - Sweater
you can
you can have more than one
oh right, i remember now
I think I broke something, I don't know what.
But at least now she has two arms, hence the model is loaded with the right one
hmm I exported the model
without the armature visbile
XD
@runic python have the blend file
tail 1, tail 2 and bang hair ?
or which bones did you use
improved from this
all of them
oh right it does seem to match the mesh
so hairsideR, bang hair1, banghair2, hairsideL
yeah luckily
the long pigtails are kinda tricky tho
Okay i've combined all my meshes to match this total amount. So now I need to write a config for every mesh? I'm replacing the mita model with my own
I don't really understand this pinned too much
create_skinned_appendix Mita SomeMeshNameYouWantToAdd Body
replace_tex Mita SomeMeshNameYouWantToAdd YourCharacter\picture_file_name
replace_mesh Mita SomeMeshNameYouWantToAdd YourCharacter\fbx_file_name MeshNameInBlender
remove Mita Pantyhose
remove Mita Shoes
remove Mita Attribute
remove Mita Gloves
remove Mita Head
remove Mita Hair
remove Mita Hairs
remove Mita Sweater
remove Mita Body
remove Mita Skirt
-remove Mita SomeMeshNameYouWantToAdd
-recover Mita Head
-recover Mita Gloves
-recover Mita Hair
-recover Mita Hairs
-recover Mita Pantyhose
-recover Mita Shoes
-recover Mita Attribute
-recover Mita Sweater
-recover Mita Body
-recover Mita Skirt
so for each mesh what does "SomeMeshNameYouWantoadd"
does that have to match the mesh name in blender?
legs are off from mita
yes, this one
ah ic
to fix this, move the bones to fit the model in edit mode, then move them back to fit the original rig in pose mode, then apply pose as rest pose
So the mesh name has to be the same in blender
uhu
yes
so for writing this part
create_skinned_appendix Mita SomeMeshNameYouWantToAdd Body
but not the object name, the actual mesh name
how would i write this?
My blender freezes when trying to export. This is the third time already
if you can write that one for me as an example
yeah mine as well
lmao
I had to hide stuff to get it to export with tihs
replace_mesh Mita SomeMeshNameYouWantToAdd YourCharacter\fbx_file_name MeshNameInBlender
indeed 👍
There are also a lot of investments, it's unclear where they came from
whats the skinned_appendix looking for?
for that body mesh it would be
replace_mesh Mita Body foldername\filename Body_C.C..001
In order not to replace the existing model, but to create a new one. Otherwise, you won't be able to turn it off correctly later.
Oh its the foldername for "SomeMeshNameYouWantToAdd"
yes
okay i've had that completely wrong, I didnt understand it was for the foldername
thanks
I thought it was also looking for the mesh name
ye
My brain is already boiling from this damn blender. Well, you don't want to do anything, bastard
Is the texture the same thing?
replace_tex Mita SomeMeshNameYouWantToAdd YourCharacter\picture_file_name
so it would be
yup
so how might you write it out
replace_tex Mita Body foldername\picturefilename
okay thanks so much
yup
replace_tex Mita Some_Mesh_That_You_Created_Earlier foldername\picture_file_name
and then so on for like the head, ect
You replace the body of the original Mitа and then you will not be able to return the original body of Mita, you will not be able to turn off the mod.
i guess i shall see if my mod works
@twilit tartan
NICE
Yes. First you have to create a new model.
create_skinned_appendix Mita NewModel Body
So that you can turn it off later.
-remove Mita NewModel
hm ic
If you don't do this, when you try to disable this model, it will merge with the original model. You may have seen this in other mods
i see it in my mod 💀
its just a name inside addons_config from what ive seen so it can be anything
In other words, you first create an empty model
create_skinned_appendix
Then you add a texture file to it
replace_tex
And then you add the model file
replace_mesh
Has anyone worked on physics for the Doki hair?
i used the side bones for all the bangs/tufts on the side
it more or less works fine
ya
hmm okay that helps me understand perfectly i think
Did some sadist create Blender? It's the devil's own creation, no less
so if this happens is there an issue with the fbx?
i think i wrote the config correctly now
at least for the body replacement. it should show something different?
had that happening to me
i think you wrote the addons wrong
see what your console says
Let me see it
i think thats when you havent assigned anything to the BangHair1_1 bone?
index can you verify
bone doesn't exist or vertex group doesn't exist
in the mesh nemesis_body
ah yes
i got that error with these so i just removed them but you should be able to add a vert group with zero weight
do you have a seperate body and hair mesh
i guess maybe it didnt pair the hair properly
yes
I consolodated my meshes to fit the maximum. So the hair is on its own
head and body are on their own
german how do you make it so all the leg bones rotate not just 1
well what I do is I have 2 armatures, seperate for mesh and body and export seperately
r u in pose mode?
do u keep your original armature?
so youre trying to fit the bones to the mesh?
u deleted the bones? or added a vertex group
deleted cuz i didnt need them
@soft remnant stream?
i cant voice rn but itll help
nice
then rotated
yeah thats it
So you kept two armatures? You didnt delete the new model's armature?
no
renamed vertex groups and bones instead
Okay, I give up. Fashion is not my thing. Let someone else do it, I wash my hands of it.
Good luck to you
i completly understand what nemesis is going though
welcome to my life for almost a week

im just trying to see something
to know that im doing at least 1 thing right
if you have an armature with hair bones
just duplicate
make a version with hair and without hair
easier
The console hints that there is a problem with the config
that's good
thats good
is my config just not written right?
nah thats an acceptable error
not seeing anything different tho
just the floating mita body thing
not a different model or anything
So you probably just turned off the body
ohh okay i've seen something
ive seen that issue someone spoke about earlier
where the new model has merged with a mita
when i click it twice
do you guys think the hat things should get some hair physics
the ribbon thingies?
yeah
my config may just be wrong still?
so if i click the button twice. the weird floating mita disappears. re-appears a new mita and the new mesh appears on top of the mita
might move weirdly..
I do not know, you do not show it to anyone.
that is true
need a lil physics
cant hurt to try
true
here is my config
Why did you write the Body once more?
on which part?
I would remove the spaces.
yeah
replace_tex Mita Nemesis Nemesis\Nemesis Body
replace_mesh Mita Nemesis Nemesis\Nemesis Body_C.C..001
You created an empty Nemesis model, but you didn't use it. Instead, you overwritten the Body model.
for the texture is it called "Nemesis Body"
okay, that makes sense to me. so when i disable it the mita is merging with the new body
replace_mesh Mita Body Nemesis\Body_C.C..001
replace_tex Mita Name_of_new_model Name_folder\name_file
replace_mesh Mita Name_of_new_model Name_folder\name_file```
ok. i thought i had to include the fbx filename on the mesh text
you include only the green name
got it
bit of pinching from moving the hips in?
ye
leave it in 
G, Y in vert mode, while editing
oh true just do it manually cuz its low topo
Tomorrow we need to learn how to bake these damn 4 textures into one. Nothing works without it.
what is vert mode
Could you make physics for the doki hair ?🤩
probably not
Sad day
cmon man
we need the johnny sins
mod
the prophecy has your name on it
German tortoise must make johnny sins mod
thats what it said
ong
so after editing the config to this. my new error is this
send addons_config
I tried exporting it as well
you want the txt file?
ye
crashes almost instantly
and a screenshot of the folder would help
oh ic
replace_mesh Mita nemesis Nemesis\Body_C.C..001 is supposed to be replace_mesh Mita nemesis Nemesis\filename_in_file_explorer Body_C.C..001
like this name
Hat
I tried more than 20 times in different ways. All in vain. Need to do it again
oh i had that previously but i just copied what was said earlier
oh
This is only if both the model file and the texture file are named the same - Body_C.C..001
well what i had did not worked previously. but as stated it was replacing the original mita (attempting to anyway)
and not using the new empty body
but i did see the new body appearing weirdly with the original mita fbx
okay weirdly enough. its now working

with just the editing the mesh text
and adding back the fbx filename
but now i realized that the scale is completely wrong

that's not a problem
well. not completely. but it is wrong
both
got it
Let's do it again
create_skinned_appendix Mita Name_of_new_model Body
replace_tex Mita Name_of_new_model Name_folder\name_of_the_texture_file_png
replace_mesh Mita Name_of_new_model Name_folder\name_of_the_model_file_fbx the_"green"_name_inside_the_blender
If everything is correct here, then the problem is in the file itself.
i'll do that
yea. i accidentally ommitted the fbx name and now it works
I understand something only about addons_config
I can't do anything else
why does using skinned instead of static makes the position wrong
pregnant
hegnant
couldnt tell you
i recall aoba saying something about that
why the hell is my pose like this in object mode then like this in edit mode
As far as I understand, static creates a static doll. A brick that is unable to animate. And skinned is already for animations.
I've already seen what you have. I have no armature inside the model file, so the model lies sideways and does not move.
you need to apply pose as rest pose:
select leg mesh in object mode
modifiers > apply armature
select rig in pose mode
apply pose as rest pose
re add armature modifier to mesh and select the rig
LEGEND
indeed
do i need to add a modifier here or just click apply on the thing already here
and manually re add it like this to legs?
ye and select the armature for Object
💀
@soft remnant can u share ur config file here?
the one for moka?
yea the one that aoba helped u with
*Moka
create_skinned_appendix Mita MokaHand Body
create_skinned_appendix Mita MokaEyes Body
create_skinned_appendix Mita MokaBody Body
create_skinned_appendix Mita MokaCloth Body
create_skinned_appendix Mita MokaFace Body
create_skinned_appendix Mita MokaHair Body
create_skinned_appendix Mita MokaMouth Body
replace_tex Mita MokaHand Moka\MitaBody
replace_tex Mita MokaEyes Moka\misc
replace_tex Mita MokaBody Moka\body
replace_tex Mita MokaCloth Moka\clothes
replace_tex Mita MokaFace Moka\face
replace_tex Mita MokaHair Moka\hair
replace_tex Mita MokaMouth Moka\mouth
replace_mesh Mita MokaHand Moka\Moka Hands
replace_mesh Mita MokaEyes Moka\Moka Misc
replace_mesh Mita MokaBody Moka\Moka Body
replace_mesh Mita MokaCloth Moka\Moka Clothes
replace_mesh Mita MokaFace Moka\Moka Face
replace_mesh Mita MokaHair Moka\Moka Hair
replace_mesh Mita MokaMouth Moka\Moka Mouth
remove Mita Pantyhose
remove Mita Shoes
remove Mita Attribute
remove Mita Gloves
remove Mita Head
remove Mita Hair
remove Mita Hairs
remove Mita Sweater
remove Mita Skirt
remove Mita Body
-remove Mita MokaHand
-remove Mita MokaEyes
-remove Mita MokaBody
-remove Mita MokaCloth
-remove Mita MokaFace
-remove Mita MokaHair
-remove Mita MokaMouth
-recover Mita Head
-recover Mita Gloves
-recover Mita Hair
-recover Mita Hairs
-recover Mita Pantyhose
-recover Mita Shoes
-recover Mita Attribute
-recover Mita Sweater
-recover Mita Body
-recover Mita Skirt
it not really any differen than the thing pinned
ohh ok thanks a bunch
i needed to see how he dealt with multiple mesh @soft remnant so this is super helpful
i somewhat understand but

we'll see if i can implement it
with help, i was able to see something new at least
german at some point in the near future im gonna need ur help fixing the edges on the shoes again im gonna weight paint everything else as much as i can first tho
wtf is going on here bro
i didnt even notice that
wait
i know why
the shoes are connected to the clothes
fck sake
also adachi
when you were having issues
@finite flare can you record a video of how you combine 4 textures into one?
wym
learned from aoba earlier today that you dont need to worry about mark sharp/shading cuz the game renders without shading
ahh okay
ya
so dont need to worry about it
yup
glad to hear
oh nah mine was either tiny or big as hell
i onyl have the body loaded. so is this cause of that? or did i mess up the armature
no in between
couldnt tell you

i can show you on call 14 hours from now
lets see
you should refer to him as father of creation
can you zoom out a bit
wouldnt that just be because he hasnt fit the skeleton right?
i think its the scale, or the rotation is wrong? or even the skeleton
try posing it in blender
all i know is when its strectching like that its usually because the skeleton isnt fit good
might be missing a stray vertex which is causing the stretching
the part of the model that is loading is moving, it is not static
this is a bit too intense for that type of stretching
hmmm
the skeleton doesnt fit that great tbh
try to pose it in blender and see if you get the same result @opal horizon
move ur model skeleton
ye
to fit or atleast get similar to mitas skeleton
this is my model
ur cant even tell which skeleton is whose
cause its good fit
ok yea lmao its stretching
it appears the skeleton did not properly pair with the mesh
send pic
might be because your weight painting is splotchy and missing certain vertices
try to use smooth tool to make sure its hitting everything
yea what i did was
i got the mita fbx
deleted the mita mesh
deleted my model's original armature
paired the mita armature with the new model's mesh
did u also use mitas skeleton as reference
in this pic i have both my models skeleton and mitas unhidden so ur seeing both
oh ig not
ahh okay
i believe i used automatic weights
just is man
weight painting is the fun part
what do u mean by this?
wym
do u not need to use mita's armature?
wym
you said you have your model's armature and mita's armature
yes i unhid mitas to show u
how its a good fit
the skeleton
because german had issues with his hand strectching
and i suggested he re fit it to mitas skeleton
and it fixed it
wait so @twilit tartan do you also have 2 armatures?
okay
nah just one
ok
so i know where i should be putting my models bones
and once i have fit
i just hide mitas skeleton
i dont need it anymore
i started with the original armature, messed it up by editing it to fit hutao, then fixed it by moving it back in place
okay so
put mitas skeleton
inside ur model
and make ur model bones
match
as best as u can
to mitas bones
see this is my models bones and mitas
u cant see 2
it looks like 1
because i fit it good
okay i see why ur in 4 days of hell
thats only if your model already has the same bones as mita
hutao came with a genshin rig so i just deleted it
my model i just changed it to mitas bones the original ones were cooked
hold on ill find a pic
it was bizzare bro
so once u fit inside the hutao model
you automatic weighted?
yes
then spent 10 hours cleaning it up
holy crap
ugly monika 0-0
yeah i had to learn as i was doing it
looks like i will just restart tbh
i deleted some hair bones already
oh yeah ggs
so i need to restart
the issue was the hair didnt have weight
and then the game gave me error code
tbh i didnt put too much time into that blend file anyway
How's it going @soft remnant ?
well twintails but yea
yea i got the mita fbx
how long is it
thats good i guess
show pic
to the legs long
show pic
you could totally get that to work
it would just look weird asg
its just a bit janky
yea im using your work as a good reference german
since hutao is long
mines just a tad bit longer
ic
you should try
i can send you my stuff
did u weight paint just off the root
damn
getting the twin tails right was kinda hard tbh and theyre still a bit jank
gah damn
this long urs?
yes
idk how it works but try and use the hair bones from that
does he get good physics on it still?
yeah
ill send clip
hold on
nevermind
i cant find it
but take my word
its good
im gonna try with the model u sent first
fine tuning hair hella painful

you gotta put in the work for good result
otherwise i woulda be done 4 days ago
actually i dont even remember how long i have doing this bro
i think automatic + manual cleanup is fastest in the end
gonna get started on the boobs again
might add some more jiggle this time
yessir
nah its just mita bones
nope
need more jiggle for biggere breasts
i have on wireframe currently
do you see why my life has been horrible
@finite flare if youre awake can you tell me why im getting this error?
the coat mesh does not have any banghair vertex groups
idk if the error is saying its supposed to have them
on aoba's adachi model, the sweater/suit jacket only has non empty vertex groups so its also "missing" a lot of vertex groups, so i still dont know if im supposed to add or remove groups
surely aobas not awake
german do you know why i cant ctrl click in weight paint for moka but i can for mita
i havent touched anything so it should be
ill open another blender and see if its same
AFAIK Its checks the bones not the vertex groups
oh?
If you arent doing hair physics, its safe to delete them
i am unfortunately
yea
Separate the hair to its own fbx

yeah the highlight is different also its orange not blue
And remove the hair in the original fbx
oh then youre in edit mode somehow
gotcha
i also have sweater physics do i need to separate that
you can include it in the body fbx since it accepts it
Yup
i can change it in the vertex groups but everything is orange highlighted
and i cant ctrl click
@solemn hazel is this correct?
cuz in that case i could reduce the number of bones for the hair no
Yes that is correct but it would sometimes behave weirdly
i see
Like not being in position or out of frame
not worth the trouble then
okay ill be weight paint later
ty
anyone got an idea how i can fix this lmao
moka akashiya mod in development?
Yeah
Just need Germans help on why I can’t select bones to weight paint
@twilit tartan
yessir
is the rig correctly parented
how do i check
thank you for deciding to make this 🙏 r+v is so underrated i feel
try to move the armature around in object mode the mesh should move with it
yeah
i just cant ctrl click bones
to change weight
everything is ornage
when its supposed to be blue
go back to object mode and into weight paint again
nothing changed
send a ss of your full blender screen



