Modifié par Vhalkyrie, 14 avril 2012 - 04:02 .
Fan-Made Fix For Face Modification & Import Bugs Remaining After Patch 1.02
#826
Posté 14 avril 2012 - 03:59
#827
Posté 14 avril 2012 - 04:03
This is not quite the problem. ME3 also imports raw data properly. Open up an ME2 headmorph on ME2 Gibbed, and open its import into ME3 with ME3 Gibbed and also check the headmorph. The values are there. (Though I'm unsure whether all are. Possibly, one or two variables are missing in ME3, but that could be an oversight on my part. Have to check again.) But it seems ME3 interprets these values in a different manner.Vhalkyrie wrote...
I found this and it confirms that I thought. They altered the geometry in such a way that slider positions will give off results.
Example:
Mass Effect 1's "Mouth Shape 5" gives the top lip a value of <6, 4, 160>.
Mass Effect 2's "Mouth Shape 5" gives the top lip a value of <6.5, 4.1, 161>.
Mass Effect 3's "Mouth Shape 5" gives the top lip a value of <6.3, 4.2, 160.75>.
When the face importer reads in value <6.5, 4.1, 161>, it uses the slider position equivalent in ME3 <6.3, 4.2, 160.75> by rounding to closest. For some facial features, this could occur by a larger margin. For some faces that are close, adjusting by a tick in either direction could make a closer match. In others, it won't make a difference because they widened/shortened the base feature by a noticable degree.
http://faceeffect.bl...you-put-it.html
ME2 gave us exact matches because they imported the raw data, which was why the "Accepted face" wasn't editable. If you wanted to change it, you had to go through custom face again and rebuild. In ME3, it doesn't import raw data. It uses the nearest slider positions.
#828
Posté 14 avril 2012 - 04:06
StarAce905-2 wrote...
This is not quite the problem. ME3 also imports raw data properly. Open up an ME2 headmorph on ME2 Gibbed, and open its import into ME3 with ME3 Gibbed and also check the headmorph. The values are there. (Though I'm unsure whether all are. Possibly, one or two variables are missing in ME3, but that could be an oversight on my part. Have to check again.) But it seems ME3 interprets these values in a different manner.
The values in my ME2 versus ME3 headmorphs were different by a statistical margin. The values are there, but they are not the same. It doesn't import the ME2 raw data, it uses the ME3 slider positions, and stores those. For many features, I am able to copy the ME2 data to ME3 and get a closer result.
Modifié par Vhalkyrie, 14 avril 2012 - 04:26 .
#829
Posté 14 avril 2012 - 04:18
StarAce905-2 wrote...
This is not quite the problem. ME3 also imports raw data properly. Open up an ME2 headmorph on ME2 Gibbed, and open its import into ME3 with ME3 Gibbed and also check the headmorph. The values are there. (Though I'm unsure whether all are. Possibly, one or two variables are missing in ME3, but that could be an oversight on my part. Have to check again.) But it seems ME3 interprets these values in a different manner.Vhalkyrie wrote...
I found this and it confirms that I thought. They altered the geometry in such a way that slider positions will give off results.
Example:
Mass Effect 1's "Mouth Shape 5" gives the top lip a value of <6, 4, 160>.
Mass Effect 2's "Mouth Shape 5" gives the top lip a value of <6.5, 4.1, 161>.
Mass Effect 3's "Mouth Shape 5" gives the top lip a value of <6.3, 4.2, 160.75>.
When the face importer reads in value <6.5, 4.1, 161>, it uses the slider position equivalent in ME3 <6.3, 4.2, 160.75> by rounding to closest. For some facial features, this could occur by a larger margin. For some faces that are close, adjusting by a tick in either direction could make a closer match. In others, it won't make a difference because they widened/shortened the base feature by a noticable degree.
http://faceeffect.bl...you-put-it.html
ME2 gave us exact matches because they imported the raw data, which was why the "Accepted face" wasn't editable. If you wanted to change it, you had to go through custom face again and rebuild. In ME3, it doesn't import raw data. It uses the nearest slider positions.
No, the values are different, like Vhalkyrie points out. We actually went through all this a few weeks ago, and like I said, Phoenix and Malcroix posted how to change the raw variables using gibbed, because they are different in ME3. Even doing this though, doesn't always work as well as you'd expect, because LODs is what matter and they're harder to translate. Plus textures also making a big difference, and they're harder to change as well.
Modifié par Mingolo, 14 avril 2012 - 04:20 .
#830
Posté 14 avril 2012 - 04:22
It seems I only checked the MorphFeatures part. Sorry, ignore what I said, please.Vhalkyrie wrote...
The values in my ME2 versus ME3 headmorphs were different by a statistical margin. The values are there, but they are not the same. It doesn't import the ME2 raw data, it uses the ME3 slider positions, and stores those. For many features, I am able to copy the ME2 data to ME3 and get a closer result.
#831
Posté 14 avril 2012 - 04:23
Mingolo wrote...
No, the values are different, like Vhalkyrie points out. We actually went through all this a few weeks ago, and like I said, Phoenix and Malcroix posted how to change the raw variables using gibbed, because they are different in ME3. Even doing this though, doesn't always work as well as you'd expect, because LODs is what matter and they're harder to translate. Plus textures also making a big difference, and they're harder to change as well.
Do you have links to these? Because it would be good to leverage data that already exists.
[Edit] If you're referring to Face Effect, already got it.
Modifié par Vhalkyrie, 14 avril 2012 - 04:26 .
#832
Posté 14 avril 2012 - 04:26
#833
Posté 14 avril 2012 - 04:28
StarAce905-2 wrote...
It seems I only checked the MorphFeatures part. Sorry, ignore what I said, please.Vhalkyrie wrote...
The values in my ME2 versus ME3 headmorphs were different by a statistical margin. The values are there, but they are not the same. It doesn't import the ME2 raw data, it uses the ME3 slider positions, and stores those. For many features, I am able to copy the ME2 data to ME3 and get a closer result.
MorphFeatures doesn't appear to do anything, and I've seen multiple sources that corroborate that. Which is too bad because it seems like it had a lot of fine control possibilities.
#834
Posté 14 avril 2012 - 04:28
Vhalkyrie wrote...
Do you have links to these? Because it would be good to leverage data that already exists.
[Edit] If you're referring to Face Effect, already got it.
The link I posted to Phoenix's tutorial has some, but most of the discussions as Phoenix and other people tested stuff went on in the locked thread, buried somewhere in the low 100s pages. Would be near impossible to find now.
Modifié par Mingolo, 14 avril 2012 - 04:33 .
#835
Posté 14 avril 2012 - 04:38
If this has already been discovered, then consider it independent verification. I hadn't seen enough that was addressing my specific issue, so I dug into it myself.
Modifié par Vhalkyrie, 14 avril 2012 - 04:41 .
#836
Posté 14 avril 2012 - 04:50
Anyway, Woodbyte and his computer geek friends were working on mapping the ME2 and ME3 LODs in a 3D program, to see if they could be translated and directly imported. Last we heard anyway. That's my only hope right now.
Modifié par Mingolo, 14 avril 2012 - 04:53 .
#837
Posté 14 avril 2012 - 04:54
Well I can't say for sure yet, but I am theorizing that is why translating the offset bones from ME2 to ME3 doesn't give good results for some people like Clarian. The 'offset' isn't at a relative starting point to the original.
#838
Posté 14 avril 2012 - 05:01
#839
Posté 14 avril 2012 - 05:02
ThinkIntegral wrote...
Vhalkyrie have you spoken with woodbyte about what he's doing? He's attempting to map the LODs in ME3, not sure if you saw his post back in the other thread...
I saw something about it, but haven't followed it closely.
#840
Posté 14 avril 2012 - 05:11
#841
Posté 14 avril 2012 - 05:34
Vhalkyrie wrote...
ThinkIntegral wrote...
Vhalkyrie have you spoken with woodbyte about what he's doing? He's attempting to map the LODs in ME3, not sure if you saw his post back in the other thread...
I saw something about it, but haven't followed it closely.
social.bioware.com/social.bioware.com/forum/1/topic/323/index/9661093/265#10835955
Later he said he sort of has figured out how the mapping differs between the two games and that ME3 gets some stuff right. Since I don't know graphics I'm not sure what he can do for certain. Maybe you could speak with him?
#842
Posté 14 avril 2012 - 05:42
ThinkIntegral wrote...
social.bioware.com/social.bioware.com/forum/1/topic/323/index/9661093/265#10835955
Later he said he sort of has figured out how the mapping differs between the two games and that ME3 gets some stuff right. Since I don't know graphics I'm not sure what he can do for certain. Maybe you could speak with him?
Looks interesting. He probably already knows what I do, but wouldn't hurt to see if there something I can offer. Thanks for the tip.
#843
Posté 14 avril 2012 - 06:04
ME2 -> ME3 Base Import -> ME3 Remapped

Larger view:

Unfortunately I don't have this process down in a form where I can easily tell you how to do it for your own games. If I can do this by hand, then it is certainly possible for Bioware to fix. I have some real life projects I have to get done, so hopefully I'll get back to this soon. There is hope!
Does anybody have the Gibbed codes for the same color hair on the left?
Modifié par Vhalkyrie, 14 avril 2012 - 06:35 .
#844
Posté 14 avril 2012 - 06:15
#845
Posté 14 avril 2012 - 06:28
#846
Posté 14 avril 2012 - 06:37
#847
Posté 14 avril 2012 - 06:39
StarAce905-2 wrote...
Okay, so I followed what was in the Face Effect blog, and Shepard turned out even uglier.
It has better results if you have a fairly close match to begin with. It is more fine tuning, rather than a fix.
#848
Posté 14 avril 2012 - 07:04
Modifié par Mingolo, 14 avril 2012 - 07:06 .
#849
Posté 14 avril 2012 - 07:05
#850
Posté 14 avril 2012 - 07:28
Chris Priestly wrote...
Hi Everyone.
Mass Effect 3 Patch 2 is now available for the PC, Xbox 360 and PS3. You can see a full list of fixes here. One of the most important fixes was for people who could not import their Commander Shepard face codes from Mass Effect 2 into Mass Effect 3, this issue is resolved with Patch 2 and fans can now import their Shepard’s faces into Mass Effect 3.
I am seeing people saying that even though the faces can import, they do not look identical to how they appeared in Mass Effect 2. While the face codes do now correctly import into Mass Effect 3, due to improvements in things like shaders, lighting, textures, etc they will not look identical to the faces in Mass Effect 2. This was the same situation when players imported faces from Mass Effect 1 into Mass Effect 2. The team has worked very hard to make sure that faces look as close to previous versions as possible. If there are small details you want to adjust, remember you can adjust your faces after importing before you start playing the game.
If your face has significant changes or you cannot import your save, please check these steps:
- The saved game you are importing should be the final saved game from the end of Mass Effect 2.
- The saved game should not have been modified in any way.
- If you are using the correct saved game and have not modified your face code, please report your problem in the Technical Support forum for your platform or contact our Customer Service. Thanks.
Wow... you guys really have justed checked out and don't care, huh? Bad enough that it wasn't going at launch, then we get a patch that doesn't even fix the issue, and fans discover that some faces just can't be recreated because whoever was in charge of the CC didn't make sure that every facial option was available, and now after all this you can't even admit to the screw up and just sweep it under the rug, feigning ignorance and pretending the issue doesn't exist and is something it's not.
Glad I'm leaving BioWare behind now with this quality of customer service and attitude. It's pretty clear this will never really be fixed.




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