#Add custom persona to the Compendium
33 messages · Page 1 of 1 (latest)
Hey, i can't really help you on that but i wanted to ask did u have to use 3ds max to make it? Cause of the plugin I think? Sorry I can't help rn. Tryna learn this myself
yes, i used 3ds max.
and its not exactly a plugin, its a script.
if you want to use he 3ds max script, then its on the scripting tab, and hit run script, and select the "plugin"
Okay, so I gotta do the animation as well in there, huh? dangit wished maya had something since it is the main thing i used
but thank you nontheless. Gotta get both script and 3ds max installed real fast.
actually
i did look at them 010, but nothing screamed to me that they control the ability to be registered.
i might have over looked it
i didn't do animation with 3dsmax. i simply used it so i can make the model ready for blender. but be warned. if you import it into blender from 3ds max, the bones will be broken.
ok, i'll look. in which segment? and i assume in the persona.tbl?
Okay, so i need the script, then do i need to get an existing model and replace its bones with the model or?
for me, after i imported the model into blender, i simply deleted the broken bones, and re-imported the bones from the psk file
quote from @lapis mural (who's been a major help)
*As for importing, before anything else, you'll need an install of Autodesk 3DSMax. Once you have that, you'll need the script you can get from this link: https://www.gildor.org/down/47/actorx/ActorXImporter.zip, which will allow you to import them into 3DSMax. After that, if you want them to look right, you'll need to do a bit of fiddling. First you'll want to hide the bones, and then click on the model. After that, you'll see a bar on the side that has two dropdowns: Skin and Editable Mesh. Click on Editable mesh, and then in the Selection dropdown below, click on the blue cube. After that, find where the demon's eyes are (you can use the renderer to make this easier, since 3DSMax doesn't have textures visible by default), click on them, and delete them (SMT 5 does a weird thing with its eyes that P5 doesn't support, and doing this fixes that. )Then, export the model as an FBX.
After that, import the model into blender, using the script you can download from here: https://github.com/Befzz/blender3d_import_psk_psa/releases/tag/v2.8.3. Then, delete the bones on the model. Then import the original demon psk into blender, making sure that the import options are set to only import the skeleton, and that scale down is disabled. Then click on the model, shift click on the new bones, hit ctrl+p, and click with automatic weights. Then, you can bulk import the animations. After that, export the model as a .dae (that's the only format that I've been able to have the textures still work when importing into GFD), and you can load that into GFD studio and work for there.*
that did not do anything noticable. still can't be registered
okay so i do need to get a model from the game and then the model I wanna make the persona as?
i was importing a model from smt 5.
if you are not importing the model from smt 5, then i am not sure.
okay thanks
correct
i just noticed the bit flag for 2 is on. let me turn it off and try. but the 4th bitflag did not do anything
so i am gonna assume that it is like the video from years back (the one for character imports)
ok, so, i still can't register it, but, it is now listed in the compendium
now, there is just 1 more issue i have
when i try to train the custom persona
the game hangs. it fails to play the animation of the persona being behind bars and such, so its just stuck on the menu, music playing, still running.....but stuck
the log from the command window reloaded start up right? or is it somewhere else?
yup, the same error pops up over and over
CRI # W2007060101:Can not open file. (err = 3, path = MODEL\CHARACTER\PERSONA\0336\GT0336.GAP)
fixed.