How to make a DmC Devil May cry costume mod with expression?
Konaherson2
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How to make a DmC Devil May cry costume mod with expression?
300 просмотров · 1 мес. назад
Konaherson2
84 подписчика
300 просмотров · 1 мес. назад
DmC Devil May Cry Facial Expression Skin Creation Workflow (Tools download link):
https://docs.google.com/document/d/1R...
Costume addon guides:
https://www.nexusmods.com/dmcdevilmay...
Blender to UDK Player Model:
https://krisredbeard.wordpress.com/tu...
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DmC: Devil May Cry — Facial Expression Skin Creation Tutorial
This tutorial covers the complete workflow for creating an in-game skin with working facial expressions / morph targets for **DmC: Devil May Cry**.
Workflow
*1. Import PSK files into Blender*
Use Blender *5.0+* with the *PSK/PSA* add-on.
Drag the *base model PSK* and all *morph target PSKs* into Blender using **Drag Only**.
*2. Create Shape Keys*
Select all morph target meshes first, then select the **base mesh last**.
Go to:
*Object Data Properties → Shape Keys → Join as Shapes*
For many meshes, select them from the Outliner, expand one level, press *Ctrl + I* to select the internal meshes, then select the base mesh last.
*3. Clean up Shape Keys*
Remove automatic suffixes such as `.001`, `.002`, etc.
The *Simple Renaming* add-on is recommended.
*4. Check UV Map names*
Before joining additional meshes, make sure their UV Map names are identical.
*5. Prepare the model*
Model scale: *0.01*
Armature scale: *1*
Feet toward *+Y*
Head toward *-Y*
Body toward *+Z*
Keep the *coat hem* and *upper body* on separate materials
*6. Prevent Blender from exporting extra bones*
In Blender 5.2, edit:
`Blender 5.2\5.2\scripts\addons_core\io_scene_fbx\export_fbx_bin.py`
Comment out the following three lines, save the file, and restart Blender before exporting:
```python
elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
empty_key = data_empties[ob_obj]
connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
```
Reference:
https://forums.unrealengine.com/t/tut...
*7. Export FBX from Blender*
Recommended settings:
Forward: *-Y Forward*
Up: *Z Up*
*Apply Unit*
*Triangulate*
*Tangent Space*
*Animation: Off*
*8. Import into UDK*
Use an *ASCII-only file path* for the FBX.
Keep the imported object name short and avoid spaces.
After import, set *Roll* from `0` to `90` and verify that the morph targets work correctly.
Troubleshooting
*FBX import fails immediately:*
Check the FBX file size. If it is only a few KB, the FBX export likely failed.
*UDK hangs indefinitely during FBX import:*
Check whether any newly added mesh has incorrect **Vertex Groups / Skin Weights**.
As an alternative workaround, export the FBX to **PSK**, import it back into Blender, and use a script to rebuild the Shape Keys before exporting again.
UPK / Socket Workflow
*9. Transfer the Skeletal Mesh*
Export the generated *SkelMesh* from the newly created UPK and import it into the existing `UDK.upk` containing all required **Sockets**. Save the modified `UDK.upk`.
*10. Export the socketed SkelMesh*
Open the generated `_copy` UPK and export the SkelMesh again.
*11. Build the final UPK structure*
Rename the objects so they match the structure expected by `devilgame.ini`.
Example:
```text
CH_Vergil_***UDK_ingame_SF
CH_Vergil_***UDK_ingame
└─ SkelMesh
├─ sk_vergil_***_ingame
└─ Vergil_**_morphs
```
The Morph Target's *Base Mesh* must point to the corresponding Skeletal Mesh.
*12. Load the mod in-game*
Use `devilgame.ini` to load the model from `UDK.upk`, and load the required materials from the regular UPK.
This completes the workflow for a DmC skin with **working facial expressions, morph targets, materials, and sockets**.