Oh, snap! APO Prince. One of my main inspirations for getting into modding. This is crazy lol. Enjoyed your mods. Look forward to what you do next!
I joined the XPS with game body mesh at the start. I didn't even know about weight transfers. So let me make sure I have it right (might be overthinking).
1. Import the DOA6 model.
2. Scale the XPS to the DOA6 model as best as possible.
3. Find/import the full nude model of the character.
4. Hit join between the scaled XPS model and the nude model.
5. Transfer the weight from the DOA6 body to the newly joined model
6. Use the G1m_import.exe to import all the changes.
Is this the correct route? How would one transfer the weight from the DOA6 model to the clothes XPS?
Thank you, it means alot that you like my port works :-D I've taken a break atm since I'm currently learning SF6 modding but I'll return back to DOA6 once I finish getting the hang of it.
As for what I do, I do the following in this order:
1) Import the XPS/mesh you want to port in the game. Depending on the way it's posed, you'll have to manually adjust it to fit the same pose as the DOA6 ones which usually use the high A pose( semi high arm raise and spread legs) or the low A pose(lowered arms), but most use the higher one in the more recent costume meshes.
2)After the posing, apply the pose change with the wrench menu symbol and hit apply, you'll have to do that to all mesh parts before getting rid of the armature skeleton. After that you're gonna then need to UV map all of the xps mesh parts so they'll have that texture in game, to make it easier tho I usually join the mesh parts that share the same texture since if they're joined, they'll all mapped at once on the same map.
3) After that you'll then load the DOA6 nude model of the character you want. Tamaki's nude model is easy to find since there's a micro kini mod for her that is basically the nude model, you'll just have to delete or hide the swimsuit. You then scale your xps so it's the same size as the body or close to it, and then you'll have to manually adjust the placement so it's evenly on the body.
4) For this part to make it easier, I'd go to edit mode and duplicate the body mesh and separate it so you'll have the body that you'll just use to weight transfer with and join the mesh with anf the other is gonna be for the body that'll be used in game.
After you have two bodies, you're gonna go to the mesh xps and go to the Triangle Vertex groups section and remove all of them from the xps. This was probably an issue since the game was likely misreading the groups from the xps mesh. After they're removed, you'll then highlight the body you'll use to weight transfer anf then second highlight the xps mesh, as if you're joining them but don't.
Go weight transfer, and then choose transfer weights. In the source menu section, choose "by name" so that way all of the weights will be transferred to the clothes.
5) After this, you can join the xps and the body, I reccomend however going to edit mode and making sure the body is highlighted in its slot anf that the xps isn't so that way when you join them, you can go to edit mode and just delete the body and not the clothes. Make sure to select the xps first and then the body second so that way when they join it'll become a VB which is what the game needs it to be in terms of what you export back in.
After that you're then gonna have to edit the body to make it so the clothes won't clip into it, basically you'll just delete whatever body parts that won't be seen in mod, so if the mesh is basically something like say Kasumi's red ninja jumpsuit which I did, I'd delete the legs and everything that won't be seen from a sharp eye. Some things will be seen and can't be removed but you can use sculpt mode to shave down certain parts that are gonna poke out otherwise.
6) After the body is sculpted and cropped to your liking and the clothes are fit on well, then you can begin exporting, but make sure the right UV map name is used (TEXCOORD.xy) so that way it'll show in game. You also need to make sure that the g1m you export to is a fresh one or else it'll crash in game. Export the clothes to the VB that has the clothes(3.vb is what I use) and the body you'll export to 14.vb. after that use g1m import and then g1m hide to hide all the VBs you aren't using, in this case I'd hide everything but 3 and 14. Then you can go in game to see if it's done correctly