The VG Resource

Full Version: Fire Emblem Warriors (Switch) - Model Collection (All base Costumes)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
(03-04-2018, 07:21 AM)ToukoKino Wrote: [ -> ]I've been waiting for these models to finally hit the site, little did I know I was going to be lucky and get FBX files out of the gate instead of DAE. Using those in Blender has been a nightmare.

Thankfully the CATS tool I downloaded to assist with fixing up MMD models for VRChat installation also fixed any jankiness with the posing and I was able to get Anna cleaned up in a relatively painless manner (After fixing a bit of the parenting, and wiping 90% of the face bones that I couldn't use anyway.) Strangely using Noesis just made it more difficult to use since none of the textures wanted to properly map to the model. But hey I got her to work so I'm thrilled about that even if she doesn't have any eye or mouth movements.
[Image: 27wo17C.jpg]
I too would like Celica next but would also except Sakura or Caeda.

How did you do this with CATS? I've gotten a couple of MMD models into VRChat through Blender and Unity using CATS, but the bones just kind of explode when I import the Niles model using it. I know that I should be importing them using the recommended plug-in in the original post, but I am curious how you had a relatively painless time getting one of these models into VRChat. I'm pretty new at doing stuff in Blender, and I've only exported MMD models, which has been a lot easier. I'm dying to use the Niles model in VRChat.
(03-02-2018, 07:24 PM)kurokairaku Wrote: [ -> ]The bone parent issues people been having is what is actually in the files. The game works with that specific layout you guys don't like. I ain't changing it since its a bit to much extra work already on top of the cleaning up I do. Sorry for the inconvenience that causes.

I just now read this. Don't worry, kurokairaku, you're doing an amazing job as it is. Everyone else will just have to learn how to modify the meshes and bones to their liking. Thank you for providing us these models! Heart
(03-14-2018, 11:11 PM)Uncle Koopa Wrote: [ -> ]
(03-04-2018, 07:21 AM)ToukoKino Wrote: [ -> ]I've been waiting for these models to finally hit the site, little did I know I was going to be lucky and get FBX files out of the gate instead of DAE. Using those in Blender has been a nightmare.

Thankfully the CATS tool I downloaded to assist with fixing up MMD models for VRChat installation also fixed any jankiness with the posing and I was able to get Anna cleaned up in a relatively painless manner (After fixing a bit of the parenting, and wiping 90% of the face bones that I couldn't use anyway.) Strangely using Noesis just made it more difficult to use since none of the textures wanted to properly map to the model. But hey I got her to work so I'm thrilled about that even if she doesn't have any eye or mouth movements.
[Image: 27wo17C.jpg]
I too would like Celica next but would also except Sakura or Caeda.

How did you do this with CATS? I've gotten a couple of MMD models into VRChat through Blender and Unity using CATS, but the bones just kind of explode when I import the Niles model using it. I know that I should be importing them using the recommended plug-in in the original post, but I am curious how you had a relatively painless time getting one of these models into VRChat. I'm pretty new at doing stuff in Blender, and I've only exported MMD models, which has been a lot easier. I'm dying to use the Niles model in VRChat.

Thats the thing, the bones *did* explode, but they were all still properly parented into their weights. All I had to do was mix weights to merge the unnecessary bones in the legs and arms and face. Hands had some strange parenting with two fingers being in a seperate parent but mixing that parent with its parent put them all under the same hand joint. So the movements that need to be there are there. Using the fix model button really eased the difficulty too.

Downside again is the way i did it didn't allow for mouth or eye movements since i cannibalized those bones so they wouldn't get messed up when i tried to import it into unity. So anna (And for that matter Camilla, Hinoka and Minerva) kind of becomes more of a kigurumi because of the lack of facial expressions. I gotta say it'd be kinda neat if somebody could port over the animations though since it'd be more fun to run around with anna's actual run animation as opposed to the generic VRchat animations.
(03-15-2018, 11:09 AM)ToukoKino Wrote: [ -> ]
(03-14-2018, 11:11 PM)Uncle Koopa Wrote: [ -> ]
(03-04-2018, 07:21 AM)ToukoKino Wrote: [ -> ]I've been waiting for these models to finally hit the site, little did I know I was going to be lucky and get FBX files out of the gate instead of DAE. Using those in Blender has been a nightmare.

Thankfully the CATS tool I downloaded to assist with fixing up MMD models for VRChat installation also fixed any jankiness with the posing and I was able to get Anna cleaned up in a relatively painless manner (After fixing a bit of the parenting, and wiping 90% of the face bones that I couldn't use anyway.) Strangely using Noesis just made it more difficult to use since none of the textures wanted to properly map to the model. But hey I got her to work so I'm thrilled about that even if she doesn't have any eye or mouth movements.

I too would like Celica next but would also except Sakura or Caeda.

How did you do this with CATS? I've gotten a couple of MMD models into VRChat through Blender and Unity using CATS, but the bones just kind of explode when I import the Niles model using it. I know that I should be importing them using the recommended plug-in in the original post, but I am curious how you had a relatively painless time getting one of these models into VRChat. I'm pretty new at doing stuff in Blender, and I've only exported MMD models, which has been a lot easier. I'm dying to use the Niles model in VRChat.

Thats the thing, the bones *did* explode, but they were all still properly parented into their weights. All I had to do was mix weights to merge the unnecessary bones in the legs and arms and face. Hands had some strange parenting with two fingers being in a seperate parent but mixing that parent with its parent put them all under the same hand joint. So the movements that need to be there are there. Using the fix model button really eased the difficulty too.

Downside again is the way i did it didn't allow for mouth or eye movements since i cannibalized those bones so they wouldn't get messed up when i tried to import it into unity. So anna (And for that matter Camilla, Hinoka and Minerva) kind of becomes more of a kigurumi because of the lack of facial expressions. I gotta say it'd be kinda neat if somebody could port over the animations though since it'd be more fun to run around with anna's actual run animation as opposed to the generic VRchat animations.

I am sure there has to be a better way to import. Have you tried using the various fixes for VRChat? I had people who uses my Nights of Azure extracts, which are similar to my Fire Emblem, get into VRChat quite nicely. You might save yourself some facial bones if you import through those methods, or use Blender 7.80 which is rumored to have  better FBX Import. 

~~~

Also Unrelated note, Anna now has an arrow to her weapon, as well as her musou models which includes an Artillary and Tank... in case anyone cared. Oh yeah also got out all the generic spears for now, since the next model I am getting out doesn't have her unique spear out yet.
(03-15-2018, 05:27 PM)kurokairaku Wrote: [ -> ]
(03-15-2018, 11:09 AM)ToukoKino Wrote: [ -> ]
(03-14-2018, 11:11 PM)Uncle Koopa Wrote: [ -> ]How did you do this with CATS? I've gotten a couple of MMD models into VRChat through Blender and Unity using CATS, but the bones just kind of explode when I import the Niles model using it. I know that I should be importing them using the recommended plug-in in the original post, but I am curious how you had a relatively painless time getting one of these models into VRChat. I'm pretty new at doing stuff in Blender, and I've only exported MMD models, which has been a lot easier. I'm dying to use the Niles model in VRChat.

Thats the thing, the bones *did* explode, but they were all still properly parented into their weights. All I had to do was mix weights to merge the unnecessary bones in the legs and arms and face. Hands had some strange parenting with two fingers being in a seperate parent but mixing that parent with its parent put them all under the same hand joint. So the movements that need to be there are there. Using the fix model button really eased the difficulty too.

Downside again is the way i did it didn't allow for mouth or eye movements since i cannibalized those bones so they wouldn't get messed up when i tried to import it into unity. So anna (And for that matter Camilla, Hinoka and Minerva) kind of becomes more of a kigurumi because of the lack of facial expressions. I gotta say it'd be kinda neat if somebody could port over the animations though since it'd be more fun to run around with anna's actual run animation as opposed to the generic VRchat animations.

I am sure there has to be a better way to import. Have you tried using the various fixes for VRChat? I had people who uses my Nights of Azure extracts, which are similar to my Fire Emblem, get into VRChat quite nicely. You might save yourself some facial bones if you import through those methods, or use Blender 7.80 which is rumored to have  better FBX Import. 

~~~

Also Unrelated note, Anna now has an arrow to her weapon, as well as her musou models which includes an Artillary and Tank... in case anyone cared. Oh yeah also got out all the generic spears for now, since the next model I am getting out doesn't have her unique spear out yet.


>since the next model I am getting out doesn't have her unique spear out yet.

Well now, that narrows down the list of possible models by a significant amount.
(03-15-2018, 05:51 PM)levitaar Wrote: [ -> ]
(03-15-2018, 05:27 PM)kurokairaku Wrote: [ -> ]
(03-15-2018, 11:09 AM)ToukoKino Wrote: [ -> ]Thats the thing, the bones *did* explode, but they were all still properly parented into their weights. All I had to do was mix weights to merge the unnecessary bones in the legs and arms and face. Hands had some strange parenting with two fingers being in a seperate parent but mixing that parent with its parent put them all under the same hand joint. So the movements that need to be there are there. Using the fix model button really eased the difficulty too.

Downside again is the way i did it didn't allow for mouth or eye movements since i cannibalized those bones so they wouldn't get messed up when i tried to import it into unity. So anna (And for that matter Camilla, Hinoka and Minerva) kind of becomes more of a kigurumi because of the lack of facial expressions. I gotta say it'd be kinda neat if somebody could port over the animations though since it'd be more fun to run around with anna's actual run animation as opposed to the generic VRchat animations.

I am sure there has to be a better way to import. Have you tried using the various fixes for VRChat? I had people who uses my Nights of Azure extracts, which are similar to my Fire Emblem, get into VRChat quite nicely. You might save yourself some facial bones if you import through those methods, or use Blender 7.80 which is rumored to have  better FBX Import. 

~~~

Also Unrelated note, Anna now has an arrow to her weapon, as well as her musou models which includes an Artillary and Tank... in case anyone cared. Oh yeah also got out all the generic spears for now, since the next model I am getting out doesn't have her unique spear out yet.


>since the next model I am getting out doesn't have her unique spear out yet.

Well now, that narrows down the list of possible models by a significant amount.

Well yeah but now I just found out that her model is missing not only her unique spear but also a proper armorbreak. I am tempted to do another person and wait for the next DLC so I can take care of all. I honestly rather not worry about having to go back to a character if its missing something. Might do another male to even out the list a little more...I mean there is one coming out really soon, its slated for march and this is the middle of march.
I'd say just wait on cordelia if her armor break isn't implemented yet and do another male. Tongue
(03-15-2018, 05:27 PM)kurokairaku Wrote: [ -> ]
(03-15-2018, 11:09 AM)ToukoKino Wrote: [ -> ]
(03-14-2018, 11:11 PM)Uncle Koopa Wrote: [ -> ]How did you do this with CATS? I've gotten a couple of MMD models into VRChat through Blender and Unity using CATS, but the bones just kind of explode when I import the Niles model using it. I know that I should be importing them using the recommended plug-in in the original post, but I am curious how you had a relatively painless time getting one of these models into VRChat. I'm pretty new at doing stuff in Blender, and I've only exported MMD models, which has been a lot easier. I'm dying to use the Niles model in VRChat.

Thats the thing, the bones *did* explode, but they were all still properly parented into their weights. All I had to do was mix weights to merge the unnecessary bones in the legs and arms and face. Hands had some strange parenting with two fingers being in a seperate parent but mixing that parent with its parent put them all under the same hand joint. So the movements that need to be there are there. Using the fix model button really eased the difficulty too.

Downside again is the way i did it didn't allow for mouth or eye movements since i cannibalized those bones so they wouldn't get messed up when i tried to import it into unity. So anna (And for that matter Camilla, Hinoka and Minerva) kind of becomes more of a kigurumi because of the lack of facial expressions. I gotta say it'd be kinda neat if somebody could port over the animations though since it'd be more fun to run around with anna's actual run animation as opposed to the generic VRchat animations.

I am sure there has to be a better way to import. Have you tried using the various fixes for VRChat? I had people who uses my Nights of Azure extracts, which are similar to my Fire Emblem, get into VRChat quite nicely. You might save yourself some facial bones if you import through those methods, or use Blender 7.80 which is rumored to have  better FBX Import. 

~~~

Also Unrelated note, Anna now has an arrow to her weapon, as well as her musou models which includes an Artillary and Tank... in case anyone cared. Oh yeah also got out all the generic spears for now, since the next model I am getting out doesn't have her unique spear out yet.

Honestly its more that the bones are too obstructive that I can't see what's going on in the face to try and make any sense of it so I just mix all the weights together and save myself the trouble of figuring out what's what. Besides if i wanted to make any facial movement i'd need to make shape keys and its just not worth the hassle for me since i can't utilize them in regular testing anyway.
May I ask: What exactly is the (whatever)-m.png texture for? I don't think it's for metal. Sorry for the stupid question.
(03-15-2018, 07:49 PM)Sandy34 Wrote: [ -> ]May I ask: What exactly is the (whatever)-m.png texture for? I don't think it's for metal. Sorry for the stupid question.

If its named that, not even I know what its used for. I just called it -M to sorta get away with my ingorance with it. They appear to be some sort of map, and I originally assumed it was a blank AO map, but the red-blue maps contain AO and Reflection masks. That specific map could be used as a specularity map but I also don't entirely believe its only that but I am atleast more confident in my assumption of that than I am with that grey flat map. So it might be a map that is used to control something, the way light interacts, or a gain of some sort, but I can't really tell.

I've been able to replicate looks without the use of it so it could very well be only useful inside FeW. Without knowledge on how its materials and shaders work I can't really give you a proper answer.
(03-15-2018, 06:37 PM)ToukoKino Wrote: [ -> ]I'd say just wait on cordelia if her armor break isn't implemented yet and do another male. Tongue
(03-15-2018, 05:27 PM)kurokairaku Wrote: [ -> ]
(03-15-2018, 11:09 AM)ToukoKino Wrote: [ -> ]Thats the thing, the bones *did* explode, but they were all still properly parented into their weights. All I had to do was mix weights to merge the unnecessary bones in the legs and arms and face. Hands had some strange parenting with two fingers being in a seperate parent but mixing that parent with its parent put them all under the same hand joint. So the movements that need to be there are there. Using the fix model button really eased the difficulty too.

Downside again is the way i did it didn't allow for mouth or eye movements since i cannibalized those bones so they wouldn't get messed up when i tried to import it into unity. So anna (And for that matter Camilla, Hinoka and Minerva) kind of becomes more of a kigurumi because of the lack of facial expressions. I gotta say it'd be kinda neat if somebody could port over the animations though since it'd be more fun to run around with anna's actual run animation as opposed to the generic VRchat animations.

I am sure there has to be a better way to import. Have you tried using the various fixes for VRChat? I had people who uses my Nights of Azure extracts, which are similar to my Fire Emblem, get into VRChat quite nicely. You might save yourself some facial bones if you import through those methods, or use Blender 7.80 which is rumored to have  better FBX Import. 

~~~

Also Unrelated note, Anna now has an arrow to her weapon, as well as her musou models which includes an Artillary and Tank... in case anyone cared. Oh yeah also got out all the generic spears for now, since the next model I am getting out doesn't have her unique spear out yet.

Honestly its more that the bones are too obstructive that I can't see what's going on in the face to try and make any sense of it so I just mix all the weights together and save myself the trouble of figuring out what's what. Besides if i wanted to make any facial movement i'd need to make shape keys and its just not worth the hassle for me since i can't utilize them in regular testing anyway.

Thanks to you, I figured out how to mix weights, and ended up getting the model to work in VRChat. I had to do a bit of extra work when it came to the head bones, but I managed. A friend of mine who helped me with the process said we might be able to create visemes for lip sync with the mouth bones, so we kept them in our models just in case. CATS is gonna make that entire process a lot easier, since we only need to make 3 shape keys. CATS handles the rest. As for blinking and eye tracking, we're still gonna need to figure that out. But I'll let you know if we come across an easier solution. 

[Image: 4374e7ec5a5a48f0092d485b0455f1f0.png]
(03-16-2018, 03:16 AM)Uncle Koopa Wrote: [ -> ]
(03-15-2018, 06:37 PM)ToukoKino Wrote: [ -> ]I'd say just wait on cordelia if her armor break isn't implemented yet and do another male. Tongue
(03-15-2018, 05:27 PM)kurokairaku Wrote: [ -> ]I am sure there has to be a better way to import. Have you tried using the various fixes for VRChat? I had people who uses my Nights of Azure extracts, which are similar to my Fire Emblem, get into VRChat quite nicely. You might save yourself some facial bones if you import through those methods, or use Blender 7.80 which is rumored to have  better FBX Import. 

~~~

Also Unrelated note, Anna now has an arrow to her weapon, as well as her musou models which includes an Artillary and Tank... in case anyone cared. Oh yeah also got out all the generic spears for now, since the next model I am getting out doesn't have her unique spear out yet.

Honestly its more that the bones are too obstructive that I can't see what's going on in the face to try and make any sense of it so I just mix all the weights together and save myself the trouble of figuring out what's what. Besides if i wanted to make any facial movement i'd need to make shape keys and its just not worth the hassle for me since i can't utilize them in regular testing anyway.

Thanks to you, I figured out how to mix weights, and ended up getting the model to work in VRChat. I had to do a bit of extra work when it came to the head bones, but I managed. A friend of mine who helped me with the process said we might be able to create visemes for lip sync with the mouth bones, so we kept them in our models just in case. CATS is gonna make that entire process a lot easier, since we only need to make 3 shape keys. CATS handles the rest. As for blinking and eye tracking, we're still gonna need to figure that out. But I'll let you know if we come across an easier solution. 

[Image: 4374e7ec5a5a48f0092d485b0455f1f0.png]

Nice! Glad you managed to get it to work. Smile
Which is next in the list??
(03-16-2018, 03:16 AM)Uncle Koopa Wrote: [ -> ]
(03-15-2018, 06:37 PM)ToukoKino Wrote: [ -> ]I'd say just wait on cordelia if her armor break isn't implemented yet and do another male. Tongue
(03-15-2018, 05:27 PM)kurokairaku Wrote: [ -> ]I am sure there has to be a better way to import. Have you tried using the various fixes for VRChat? I had people who uses my Nights of Azure extracts, which are similar to my Fire Emblem, get into VRChat quite nicely. You might save yourself some facial bones if you import through those methods, or use Blender 7.80 which is rumored to have  better FBX Import. 

~~~

Also Unrelated note, Anna now has an arrow to her weapon, as well as her musou models which includes an Artillary and Tank... in case anyone cared. Oh yeah also got out all the generic spears for now, since the next model I am getting out doesn't have her unique spear out yet.

Honestly its more that the bones are too obstructive that I can't see what's going on in the face to try and make any sense of it so I just mix all the weights together and save myself the trouble of figuring out what's what. Besides if i wanted to make any facial movement i'd need to make shape keys and its just not worth the hassle for me since i can't utilize them in regular testing anyway.

Thanks to you, I figured out how to mix weights, and ended up getting the model to work in VRChat. I had to do a bit of extra work when it came to the head bones, but I managed. A friend of mine who helped me with the process said we might be able to create visemes for lip sync with the mouth bones, so we kept them in our models just in case. CATS is gonna make that entire process a lot easier, since we only need to make 3 shape keys. CATS handles the rest. As for blinking and eye tracking, we're still gonna need to figure that out. But I'll let you know if we come across an easier solution. 

[Image: 4374e7ec5a5a48f0092d485b0455f1f0.png]

Could just be me but shouldn't Camilla's skin be more detailed than this? Love the picture regardless.
Yeah, you might need to watch out in case you are using the wrong skin textures. Camilla there does look a little bland in the skin department. Though it does seem like they are missing shadow shading and all that. She is also missing her hairref mesh.

As for what is next on the list, I've been focusing my effort in getting help on proper g1m support. Not all models are supported through the various extraction method I use. Once yah get to the g1m's, their conversions to smc always mess up physic meshes, and I tried to get 3 people to help out, all of which went silent on me. Even offering 50 bucks to someone who figures it out for me. Its a result of myself slowing down as I want to solve this issues foremost. No one was able to help me, and my comission request on various forums went ignored, so I am a bit of a loss.
(03-17-2018, 09:10 PM)kurokairaku Wrote: [ -> ]Yeah, you might need to watch out in case you are using the wrong skin textures. Camilla there does look a little bland in the skin department. Though it does seem like they are missing shadow shading and all that. She is also missing her hairref mesh.

As for what is next on the list, I've been focusing my effort in getting help on proper g1m support. Not all models are supported through the various extraction method I use. Once yah get to the g1m's, their conversions to smc always mess up physic meshes, and I tried to get 3 people to help out, all of which went silent on me. Even offering 50 bucks to someone who figures it out for me. Its a result of myself slowing down as I want to solve this issues foremost. No one was able to help me, and my comission request on various forums went ignored, so I am a bit of a loss.

Hopefully the people you are asking for help from respond, in the meantime just focus on what you can do. Either way, thanks for all you've done so far.
Sorry I can't be much help, ripping is honestly a concept alien to me.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21