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Leliana no eyes?


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#26
EJ42

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tmp7704 wrote...

EJ42 wrote...

If it works anything like Blender does, then removing vertices from a shape key could be tricky.  I found over 1400 new entries in the *.MOR file just from moving that slider, and that's just in the EyesM1.

I was thinking rather it could be something like loading the mesh into 3d editor, moving the eyeballs back to their intended place (i'd imagine them being placed so low is recult accidental move&save without paying attention) and then saving the resulting file.  If the unique shape is a *.mor then replacing the Eyes section with one taken from the "game" Leliana *.mor file the way you did should also work, hopefully.

Well, the *.MOR files aren't meshes that you can load into a 3D editor.  They are vertex deltas that get applied to the existing base head *.MSH files.

If you play around with Blender, you will see where you can make "shape" keys in the animation section.  You select the vertices you want to move for that shape key, and place them where you want them to be.  Then, for any given animation frame, you can select the strength of that shape that gets applied.  That looks like the way the toolset shape sliders are functioning.  The only way to fix something you don't like in a Blender shape key is to select that shape key, then move the offending vertices wherever you want to be (or just copy over them with the default positions).  Since we don't have access to the Leliana shape data from the toolset, we can't really do this.

For my Leliana face mod, I only changed the lips and a little of the lower jawline and chin.  Fiddling with the eye positions at all will likely cause the eyes to be in a strange position after editing the *.MOR.

Modifié par EJ42, 12 janvier 2010 - 05:38 .


#27
tmp7704

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EJ42 wrote...

Well, the *.MOR files aren't meshes that you can load into a 3D editor.  They are vertex deltas that get applied to the existing base head *.MSH files.

Yes. Perhaps i'm not wording myself too well, but i'm considering two separate cases. Case one, if the "unique shapes" are *.mor files then such file could be perhaps modified using your method to put the eyes back where they belong. Case two, if the "unique shapes" are done by positioning vertices in 3d editor and saved as a mesh, then a 3d editor could be perhaps used to tweak such mesh back to the proper state. In the end it depends on what exact method is used to define these "unique shapes".

#28
EJ42

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tmp7704 wrote...

EJ42 wrote...

Well, the *.MOR files aren't meshes that you can load into a 3D editor.  They are vertex deltas that get applied to the existing base head *.MSH files.

Yes. Perhaps i'm not wording myself too well, but i'm considering two separate cases. Case one, if the "unique shapes" are *.mor files then such file could be perhaps modified using your method to put the eyes back where they belong. Case two, if the "unique shapes" are done by positioning vertices in 3d editor and saved as a mesh, then a 3d editor could be perhaps used to tweak such mesh back to the proper state. In the end it depends on what exact method is used to define these "unique shapes".

I understand what you're saying.  I just don't believe they are separate files.  I know that Blender stores your shapes inside the single *.blend file of the project you're working on.  I don't know of a way to extract a shape from one *.blend file to apply to another one.  Realizing that the toolset isn't Blender, it's still possible that the data we're talking about exists only as a string of binary data within some large configuration file.

#29
tmp7704

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[quote]EJ42 wrote...

[quote]tmp7704 wrote...

it's still possible that the data we're talking about exists only as a string of binary data within some large configuration file.
[/quote]
That's quite possible; i'm just hoping this is not the case based purely on the factor that's the flexibility of adding extra shapes to such systems. Hmm, now i wonder if the morph target could be stored in some way in the files for the hf_uhm_basa_* model.

#30
EJ42

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[quote]tmp7704 wrote...

[quote]EJ42 wrote...

[quote]tmp7704 wrote...

it's still possible that the data we're talking about exists only as a string of binary data within some large configuration file.
[/quote]
That's quite possible; i'm just hoping this is not the case based purely on the factor that's the flexibility of adding extra shapes to such systems. Hmm, now i wonder if the morph target could be stored in some way in the files for the hf_uhm_basa_* model.[/quote]I'm currently betting on it being stored in the SQL database.  I don't suppose there is really a reason to have that data stored in a file anywhere, since the game shouldn't need to access it.

#31
EJ42

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Wheee! I fixt it!

http://social.biowar...m/project/1703/

#32
tmp7704

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Fantastic. As Leliana herself would say, "Why thank you so much" except i really do mean it Posted Image

Checked with my .mrh file for her and it seems to work fine.

#33
DarthParametric

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Nice work. I see you found the morph targets. I was just perusing them last night for something else. You should pass the info onto Bioware if you haven't already so they can add the fix to the next patch.

#34
EJ42

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tmp7704 wrote...

Fantastic. As Leliana herself would say, "Why thank you so much" except i really do mean it Posted Image

Checked with my .mrh file for her and it seems to work fine.

You were right.  It was buried in a *.MMH file.

The uem_chf_05a_0.mmh file had duplicated node data for the mshh entry.  While all of the other MMH files for the unique shapes had only six nodes, the Leliana one had seven.  The sixth and seventh nodes were duplicates.  I deleted the seventh, but that still didn't fix the issue completely.  I also noticed that, for whatever reason, all of the other unique shapes had their mesh labeled EyesM1, but only the Leliana one had EyesM2.  I just ended up going through all three of the Leliana files, correcting any discrepancies I found.  None of it was in any of the numerical values either...

DarthParametric wrote...

Nice work. I see you found the
morph targets. I was just perusing them last night for something else.
You should pass the info onto Bioware if you haven't already so they
can add the fix to the next patch.

Yeah.  They were referenced in the DefaultSettings.xml file.

Modifié par EJ42, 13 janvier 2010 - 05:28 .


#35
BryanDerksen

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I've added a note referencing your project to the file description for the head morphs. I'll see if I can find what needs to be done to fix it "for real". Excellent catch!

#36
DangChris xD

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Hey is there a way to import Leliana's face on to your character? If so how would you do it..

whoever answers gets a cookie ^^