Tutorial SRIV SDK Release B: Adding New Customization Items

Discussion in 'Steam Workshop' started by flow754, Oct 17, 2016.

  1. I have tried and got disappointed results. Yeah, you can, but to make it work right you should set right bone's Id, which prescribed in a sim_pc files. But we haven't any tool that can generate it and you must to set and try any numbers by guessing and see what happens.
  2. BeautiDuwanger

    BeautiDuwanger Snow White

    I see, This is the best i got, and i think i can get better results. But im afraid the way im doing will work only in a specific type of models.
  3. Attached Files:

  4. BeautiDuwanger

    BeautiDuwanger Snow White

    Hmmm interesting, it seems more complex than i thought.


    This is my file, the first new bone order is 71 and the last one is 81. They appear in game, but not correctly. Here is the first test:

    This is the result if i export it as how its shown on the pic. The bone position is wrong, and im not sure if the scale is smaller, or if it only supports up to a min number of bones per chain. It works, but my main problem is how the bone is loaded higher than it is supposed to be. Maybe a freeze option ?

    On the other video I placed the first bone lower than its supposed to be, and i scaled bigger that chain, as you can see, the results are better, but the process is just messy
    Last edited: Jan 4, 2019
  5. As I remember if bone index is wrong - vertices which weighted to it would be static. There is documentation about sim files but unfortunately I am not c++ guy and understand very little about file structure
  6. BeautiDuwanger

    BeautiDuwanger Snow White

    I wish this question was made months or years ago ... so much info that I cant fully understand. Ill try to do what i can with all these.

    Last question btw, maya related this time, is there a way to "fix" a bone or freeze its translation? I manually add those, but im not sure if im missing some attributes or something else, as the freeze option doesnt work with the skeleton.
  7. As I remember it doesn't work with applied skin modifier. You can unbind skin and try it.
  8. BeautiDuwanger

    BeautiDuwanger Snow White

    Thanks, ill see if it works
  9. BeautiDuwanger

    BeautiDuwanger Snow White

    I just installed this item and well... it works:

    I changed my maya file bones properties so they are almost identical to the ones for this cape. However, i just cant replicate this effect. Im starting to think that is not only the fbx file that needs extra info, but maybe a trick or series of steps while using the converter? I guess we have to wait until Flow comes back:(
  10. This effect prebaked in sim_pc files, so all additional bones, where they attached to main skeleton, physic parameters like damping etc. So you can only use existed bones from items with sim_pc files. You can only change mesh in 3d editor. I wrote tutorial how to deal with characters with additional bones, but when i tried wearable items I got this.

    I didn't have time to test it properly so I still don't know would be it work or no.
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