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MARC531

New Member
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MARC531

New Member
omg i love you very much (づ ◕‿◕ )づ♡
but can i ask for one last thing (i swear this is my last request,im sorry for asking way too much (*/_\) ) can you full import chris redfield from resident evil here is the model
https://feareffectinferno.deviantart.com/art/XPS-Resident-Evil-Vendetta-Inspired-Chris-625010965 (btw almost forgot put it into leon and once again many many thanks (⌒▽⌒)♡)
 

mewnclan

Member
omg i love you very much (づ ◕‿◕ )づ♡
but can i ask for one last thing (i swear this is my last request,im sorry for asking way too much (*/_\) ) can you full import chris redfield from resident evil here is the model
https://feareffectinferno.deviantart.com/art/XPS-Resident-Evil-Vendetta-Inspired-Chris-625010965 (btw almost forgot put it into leon and once again many many thanks (⌒▽⌒)♡)


ive never done a full face mod so i'll show it turns out uwu
 

otakadelic

New Member
omg i love you very much (づ ◕‿◕ )づ♡
but can i ask for one last thing (i swear this is my last request,im sorry for asking way too much (*/_\) ) can you full import chris redfield from resident evil here is the model
https://feareffectinferno.deviantart.com/art/XPS-Resident-Evil-Vendetta-Inspired-Chris-625010965 (btw almost forgot put it into leon and once again many many thanks (⌒▽⌒)♡)

Hi, I've checked the file and briefly look into the internals. Let me express my thoughts and general summary porting from XPS to DOA5LR.

Short Answer is: Possible. Absolutely possible.

Then the next question(either from you or modders) will be "easy like 10min quick job" or "like a hell two weeks past but not even close to half"?

I would say closer to latter(or might be harder than that). The file has simpler face structure (bc XPS is mainly for image) compare to DOA5 face structure(complex for natural enough face expressions).

If costume port only then waaaay much easier. And replacing only would be not so difficult. But I believe you needs natural face expressions, not no-face-expression nor out-of-sync-lip-movement. That requires detailed adjustments with hours of working.

I've already have more than ten WIP and ten documents/tutorials are waiting so I'm very sorry but can't be the candidate for this porting.
However, I will be glad to provide/offer tips and solutions if someone try this porting.

Hope you will get your favorite will move like super-fighter someday. (It is not matter of how, matter of by who.)
 

MARC531

New Member
Hi, I've checked the file and briefly look into the internals. Let me express my thoughts and general summary porting from XPS to DOA5LR.

Short Answer is: Possible. Absolutely possible.

Then the next question(either from you or modders) will be "easy like 10min quick job" or "like a hell two weeks past but not even close to half"?

I would say closer to latter(or might be harder than that). The file has simpler face structure (bc XPS is mainly for image) compare to DOA5 face structure(complex for natural enough face expressions).

If costume port only then waaaay much easier. And replacing only would be not so difficult. But I believe you needs natural face expressions, not no-face-expression nor out-of-sync-lip-movement. That requires detailed adjustments with hours of working.

I've already have more than ten WIP and ten documents/tutorials are waiting so I'm very sorry but can't be the candidate for this porting.
However, I will be glad to provide/offer tips and solutions if someone try this porting.

Hope you will get your favorite will move like super-fighter someday. (It is not matter of how, matter of by who.)
so its possible to be imported but with an expressionless face (or face without animation) requires detailed adjustments
to be honest, i actually tried to import once but gave up cause i cant find a tutorial out there (ಥ﹏ಥ)
but can you help me out or at least provide some tutorial i might just do this porting by myself (so i dont have to request anymore („ಡωಡ„) )
thank you very much <( ̄︶ ̄)>
ive never done a full face mod so i'll show it turns out uwu
thank you again for your help ٩(◕‿◕。)۶
 

mewnclan

Member
so its possible to be imported but with an expressionless face (or face without animation) requires detailed adjustments
to be honest, i actually tried to import once but gave up cause i cant find a tutorial out there (ಥ﹏ಥ)
but can you help me out or at least provide some tutorial i might just do this porting by myself (so i dont have to request anymore („ಡωಡ„) )
thank you very much <( ̄︶ ̄)>

thank you again for your help ٩(◕‿◕。)۶

honestly i might make a tutorial n post it, theres some complicated stuff involved but now i know alot more and the process (the way i do it) is actually pretty simple and most mods(successful or unsuccessful ) dont take a whole lot of time surprisingly 0w0
 

otakadelic

New Member
so its possible to be imported but with an expressionless face (or face without animation) requires detailed adjustments
to be honest, i actually tried to import once but gave up cause i cant find a tutorial out there (ಥ﹏ಥ)
but can you help me out or at least provide some tutorial i might just do this porting by myself (so i dont have to request anymore („ಡωಡ„) )
thank you very much <( ̄︶ ̄)>

Great! I am more than happy to help other modders (and turn mod-users to mod-creators) so I promise you I will do my best.
Be honest I've done yet full processes of face conversion so my help might be limited but as I said, glad to provide any tips/suggestions.
 

otakadelic

New Member
you wouldnt happen to know how to make mods for male characters would you?? polygon insert tool only has female options :T idk how to change

Yes and No.

The source TMC might male sometime, but the destination TMC is female chara only so far.

TMC Polygon Insert Tool covers all characters, won't care male or female.
The character selection box on top right is for Neck option between Current and MCol. If Neck was disabled, The selection box won't affect the targeted TMC. Though Neck option is very, very useful and that particular option is female only so far.
(The purpose of character selection box is not covered by included 'readme.eng.txt' and one of the reasons I'm translating all of his lengthy JPN instructions.)
 

MARC531

New Member
so uhm i managed to import his face as @otakadelic says the model doesn't have an animation (he's very emotionless and very shiny hahahaha (ノ*°▽°*) )
here comes the shame!! i mean screenshot hahahahaha (*/。\)
open

(btw i dont know why the image wont appear on here but you can view it by right clicking and opening it in new tab (ノ◕ヮ◕)ノ*:・゚✧)

as you can see theres a problem with the neck which is actually not a problem because i haven't import the whole body i just imported the face first

so um yeah i really need some help im so horrible at this (you can freely laugh at it though cause i did laugh at it too hahahahaha (ง ื▿ ื)ว )
 
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otakadelic

New Member
so uhm i managed to import his face as @otakadelic says the model doesn't have an animation (he's very emotionless and very shiny hahahaha (ノ*°▽°*) )

I believe you made a good start. The final goal is totally up to you but your favorite character is about to transform to super-fighter.
From this very nice looking guy's screenshot, below are my thoughts:
- About neck seam and neck gap, try adjust face to fit with existing neck, which is better than adjust neck. This could mean change of the size of face and/or head, or additional modifications. You may not want to.
- But neck and below are created and optimized by Tecmo/KOEI. It should be stable basement of your face mod. I won't say never touch neck and below. You can and sometime you have to. But that should be the second option. If you changed basement then the reason of issues will be unclear. Good Luck!
 

mewnclan

Member
Yes and No.

The source TMC might male sometime, but the destination TMC is female chara only so far.

TMC Polygon Insert Tool covers all characters, won't care male or female.
The character selection box on top right is for Neck option between Current and MCol. If Neck was disabled, The selection box won't affect the targeted TMC. Though Neck option is very, very useful and that particular option is female only so far.
(The purpose of character selection box is not covered by included 'readme.eng.txt' and one of the reasons I'm translating all of his lengthy JPN instructions.)


well when i try to add new mesh data for this eliot mod im trying to make it doesnt have any male characters to choose from in the export tab
 

MARC531

New Member
I believe you made a good start. The final goal is totally up to you but your favorite character is about to transform to super-fighter.
From this very nice looking guy's screenshot, below are my thoughts:
- About neck seam and neck gap, try adjust face to fit with existing neck, which is better than adjust neck. This could mean change of the size of face and/or head, or additional modifications. You may not want to.
- But neck and below are created and optimized by Tecmo/KOEI. It should be stable basement of your face mod. I won't say never touch neck and below. You can and sometime you have to. But that should be the second option. If you changed basement then the reason of issues will be unclear. Good Luck!
thanks for the tips @otakadelic and now
im so fired up now and very excited ⌒°(❛ᴗ❛)°⌒ but i got another question can you tell me about "mesh transfer weights"? thank you o(〃^▽^〃)o
the only costume that can be imported by me is ayane doa3 C1 I'll try importing this and upload a screeshot first so you can take a look of what I've done (⌒‿⌒)

EDIT:
the ayane doa3 c1 costume mod already exists just search for it (ノ◕ヮ◕)ノ*:・゚✧
 
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otakadelic

New Member
well when i try to add new mesh data for this eliot mod im trying to make it doesnt have any male characters to choose from in the export tab

Assuming you refer Character selection combo-box, is not for tell the tool which character the targeted TMC file is. It is very natural to think this as 'Export Tab' just like TimmyC's CTT because no descriptions nor purpose of the combo-box provided. But as long as Neck option was disabled, name of girl and Inserting operation and its result are irrelevant. The creator Mr.Dotoku add this combo-box to better, higher accuracy for processing the neck area. Polygon Insert Tool has milder detect function only so the tool has to know the targeted TMC is which one. The tool holds detailed information of available character's neck. Below is Kasumi's neck info.

neckData[txt["KASUMI"]] = new List<double[]>
{
new double[] { 0,0.46169323,0.01747421,0,-0.22580539,0.97417241,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0,0.48101276,-0.07364582,0,0.09205844,-0.99575359,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.01013938,0.4811278,-0.07250212,0.19583683,0.08951128,-0.97654271,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.01013938,0.4811278,-0.07250212,-0.19583683,0.08951128,-0.97654271,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.01084619,0.46330935,0.01472964,0.40651479,-0.18668643,0.89436787,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.01084619,0.46330935,0.01472964,-0.40651479,-0.18668643,0.89436787,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.02163064,0.48135865,-0.06910311,0.43009177,0.08297051,-0.89896441,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.02163064,0.48135865,-0.06910311,-0.43009177,0.08297051,-0.89896441,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.02247794,0.46698505,0.00782348,0.64473498,-0.1297797,0.75330871,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.02247794,0.46698505,0.00782348,-0.64473498,-0.1297797,0.75330871,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.03322627,0.47242039,-0.00333026,0.79984748,-0.09537351,0.59257734,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.03322627,0.47242039,-0.00333026,-0.79984748,-0.09537351,0.59257734,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.03334676,0.48174387,-0.06097087,0.72541451,0.05131683,-0.68639666,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.03334676,0.48174387,-0.06097087,-0.72541451,0.05131683,-0.68639666,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.04142186,0.47868717,-0.01584354,0.92976439,-0.07772344,0.3598572,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.04142186,0.47868717,-0.01584354,-0.92976439,-0.07772344,0.3598572,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.04185097,0.4820658,-0.04704397,0.93547082,-0.00547833,-0.35336155,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.04185097,0.4820658,-0.04704397,-0.93547082,-0.00547833,-0.35336155,0.5,0.5,0,0,128,127,0,0 },
new double[] { 0.04476152,0.48143101,-0.0303386,0.99842328,-0.05354355,0.01685399,0.5,0.5,0,0,128,127,0,0 },
new double[] { -0.04476152,0.48143101,-0.0303386,-0.99842328,-0.05354355,0.01685399,0.5,0.5,0,0,128,127,0,0 }
};

Right next to the combo-box, the value of 'Distance' is for range of this Neck option. higher value then larger area will be adjusted.
With this detailed information and adjustable range, this option is very useful. It is unfortunate female only but this is up to Mr.Dotoku.
 

otakadelic

New Member
thanks for the tips @otakadelic and now
im so fired up now and very excited ⌒°(❛ᴗ❛)°⌒ but i got another question can you tell me about "mesh transfer weights"? thank you o(〃^▽^〃)o

The answer will be longer like one chapter of heavy book. I briefly summarized:

- Three words exist in the term 'mesh transfer weights'. and can divide to two. 'Mesh' is easy to explain and you've already know, one chunk of small to large number of polygons(faces in Blender). Could be simple cube to detailed human being to realistic building.

- 'Weight Transfer' needs extra understanding to grasp its function(This is a name of function in Blender but other 3D softwares also should have this.) and its purpose.

- Pls imagine you are modeling realistic big tree. should moved by wind but not like animals. Or you receive the request(or an order) to model heavy armor for fantasy RPG. Then that should not bend or shrink. Should be steady like a rock.

- Blender has no idea what modeler is creating, no idea how to treat them in animation rendering. So human being (=modeler) has to tell Blender detailed info of what and how kind of movement(or should not move) is asking/expecting to Blender.

- Weight is the term for this. Steady rock should have lower value of (or zero) weight. Natural movement like stretch hands needs detailed info. If something should move like a mirroring then the weight has to be set. You can adjust movement by value of weight.

- But reality is, adjusting weight(Weight Paint(ing) in Blender) is long and tough operation. If the movement is little simpler like ring is just follow the movement of finger only, then you can use 'Transfer Weights' function. there are unknown, suspicious options exists but generally one of few pattern of settings applied then the ring will mirroring finger by single click(If the finger has proper weight applied already. no weight then (probably) nothing will be transfer. never tried yet). This page has a screenshot of options of this function.

https://blender.stackexchange.com/q...rom-one-mesh-to-another-in-blender-2-76#44894

I don't know each of them so I can't explain but you can survive with few to several pattern of settings.

Real operation needs extra understanding like vertex group and bones and armature. But concept and its purpose is above, with my limited experiences. How exactly do this with proper values and proper options in Blender is another chapter...

Hope you grasp the concept of the term!
 
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MARC531

New Member
thank you very much for explaining and summarizing it for me i look on to it, i really do appreciate the help
(◕‿◕)♡
 
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