SRIV SDK Release B: Adding New Customization Items

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

  1. flow754

    flow754 Modding patch tester

    There's no trick with the converter as far as I remember, it's all properties in the maya scene. Like Henry08 said, you need to set all kinds of extra attributes for the bones, e.g. the bone id. Bone Ids are less of a guessing game than you think, you can simply look into a rig file that's using the simulation data you want to copy with a hex editor. Let's have a look at cf_suit_superherob.rig_pc, the rig I tried to reproduce for the cape:
    upload_2019-1-9_11-9-57.png
    At the end of the file is a list of bone names and the bone id is just the place of the bone in that list. Since the bones we need in maya are the 20 last bones in this list and from the top of my head, I think the bulge bone has the id 67, cape0101 should be 68, cape0102 - 69, cape0103 - 70, ... , cape0405 - 78. (These values aren't necessarily correct, didn't have time to go through the list one by one :p)

    Oh, and when you copy the sim_pc file, don't forget to change the name string at the top of your file to your rig's name. You can't change the length of the hex file though or else it will break. cf_suit_superherob.sim_pc:
    upload_2019-1-9_11-23-11.png
    needs to be changed to
    upload_2019-1-9_11-24-24.png

    Don't let me forget to make a proper write-up on this topic, things are really busy atm. Hope this helps for the moment!
     
    BeautiDuwanger95 likes this.
  2. :eek::eek::eek::eek: Oh my i get it know, so we have to use an existing rig file instead of creating one with the converter, I guess this was my my issue lol. Thank you Flow!

    Sure no worries :p
     
    flow754 likes this.
  3. Who add specular to clothes? :eek:
     
  4. I did, my last mods have speculars
     
  5. but, who add?
     
  6. Admixon

    Admixon Administrator Staff Member

    People add.
     
    daspex likes this.
  7. Another test failed... okay i give up :oops: lol

    Tried with different rigs and sim files, same result in all of them.

    20190212205411_1.jpg 20190212214845_1.jpg
     
  8. I guess you doesn't understand the concept. To make it works you need
    1)Import original item mesh with 3d max plugin
    2)Re-create addition bone chain with character template skeleton
    3)Skin your mesh to this chain
    4)Set right name and id to the bone chain
    5)Convert mesh without rigx replacing
    6)Change sim pc file header by hex editor
     
  9. I̶ ̶d̶i̶d̶ ̶a̶l̶l̶ ̶o̶f̶ ̶t̶h̶e̶ ̶a̶b̶o̶v̶e̶,̶ ̶t̶r̶i̶e̶d̶ ̶r̶e̶p̶l̶a̶c̶i̶n̶g̶ ̶a̶n̶d̶ ̶k̶e̶e̶p̶i̶n̶g̶ ̶r̶i̶g̶s̶,̶ ̶s̶t̶i̶l̶l̶ ̶g̶o̶t̶ ̶w̶e̶i̶r̶d̶ ̶r̶e̶s̶u̶l̶t̶s̶ ̶i̶n̶ ̶m̶o̶s̶t̶ ̶o̶f̶ ̶t̶h̶e̶m̶.̶ ̶I̶ ̶p̶a̶r̶t̶i̶a̶l̶l̶y̶ ̶s̶u̶c̶c̶e̶d̶ ̶w̶i̶t̶h̶ ̶a̶n̶ ̶s̶p̶e̶c̶i̶f̶i̶c̶ ̶s̶i̶m̶,̶ ̶b̶u̶t̶ ̶h̶a̶l̶f̶ ̶o̶f̶ ̶t̶h̶e̶ ̶s̶k̶e̶l̶e̶t̶o̶n̶ ̶w̶a̶s̶ ̶o̶u̶t̶ ̶o̶f̶ ̶p̶l̶a̶c̶e̶ ̶d̶u̶e̶ ̶t̶o̶ ̶h̶o̶w̶ ̶t̶h̶e̶ ̶e̶x̶t̶r̶a̶ ̶b̶o̶n̶e̶s̶ ̶a̶r̶e̶ ̶p̶l̶a̶c̶e̶d̶ ̶i̶n̶ ̶t̶h̶e̶ ̶r̶i̶g̶ ̶f̶i̶l̶e̶.̶

    Nevermind, I finally got it :p Thanks guys



    Still can get the weights right tho...
     
    Last edited: Feb 13, 2019
    flow754 and Admixon like this.
  10. flow754

    flow754 Modding patch tester

    If you're painting the skin weights in Maya, I recommend you have a look at ngskintools, a collection of handy tools that allow for a non-destructive weight painting workflow. I recently used this on a university project and now I can't imagine ever going back to Maya's standard tools for skin weighting. There's even a tutorial series to get you started.
     
    BeautiDuwanger95 likes this.
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