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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
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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... —————————————————————————————————————————————————— 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**.