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Fan-Made Fix For Face Modification & Import Bugs Remaining After Patch 1.02


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#851
Pheonix52gx

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Mingolo wrote...

StarAce905-2 wrote...

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

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.

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.

I'd like to chime in. The values that Vhalkyrie quotes from me are examples only, not representative of actual values in game. They simply represent the change of preset geometry across the games.

In regards to importing values in ME3, I'm not convinced but you may be correct, StarAce905-2. Certainly the values I have seen, mainly in the OffsetBones, LOD0, Scalar and Vector collections, don't have the same values when importing from ME2 as the actual ME2 save.

Mingolo wrote...
I believe the deletion of the LODs also lead nowhere. Phoenix tried and it it apparently kind of worked for her character by pure luck, but others (including Clarian) got really off results that looked nothing like their characters (I think the consensus in the thread was that when you delete the LODs, the game recreates them, using a default head mesh). Tell us if you find anything new though.

 
Unfortunately no, deleting LODs didn't reproduce my shep. I just went ahead with the game after toying with this before 1.02.

I can best explain the entire process of what happens with your face thus. The face is made up of bones (that move when animated) and the mesh (with vertices attached to those bones). The LOD0 collection is ALL the vertices on the mesh with specific points. This is what controls the facial structure at a fundamental level. In addition, the bones (OffsetBones collection) control the movement of the surrounding vertices when the animation is triggered, such as smiling.

By deleting the LOD0, I discovered the game must rebuild them. If you gave all the LOD0 entries a value of 0,0,0, you ended up with no face. Deleting them forced the game to rely on other variables, specifically the MorphFeatures collection. Changing values in MorphFeatures forced different rebuilds of the LOD0 collection. In addition, adding values from MorphFeatures missing in ME3 but present ME2 caused the rebuild to provide slightly more accurate or varying results.

What finally came about is that there are default positions for the LOD0 collection and this affected by MorphFeatures on rebuild. However, the LOD0 collection typically varies further. That's because in any of the character creators the LOD0 collection was modified as well as the base MorphFeatures and OffsetBones. Thus, the LOD0 collection is the main result of the contruction process. It doesn't have anything to do with face codes (which is what really bothers me about the current 1.02 fix).

So why can't we just copy the LOD0 from ME2 to ME3? As woodbyte so well put it in his graphic (see here), there are 2232 vertices in ME2 and 2390 in ME3. If you figure out the sequence they're supposed to go in, then a fix is possible. Until then, you will be putting vertices in the wrong order and end up with something horrible. That's because there are more vertices. While the face is more complex it also means the face is not completely transferable and some kind of approximation needs to be made.

The issue is solvable, in my opinion. To fix, and Bioware will have this data, transfer the mapable vertices from the LOD0 in ME2 (such as the back of the head) to ME3. Then use something like the mesh's normals to find the expected position of values that don't completely transfer (such as around the mouth). Better yet, just make a new head morph module that only has 2232 verts, and if it's an ME2 face, use that instead of the ME3.

Also, sorry for the long post.

Modifié par Pheonix52gx, 14 avril 2012 - 08:10 .


#852
Esquin

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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.

:devil:


Well now you're just lying. There are images up there where the characters aren't just altered due to shading and texture changes. The entire model is different. 

#853
DaBozUK

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Are there any projects underway to resolve the import issues?

#854
ThinkIntegral

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Pheonix52gx wrote...
Unfortunately no, deleting LODs didn't reproduce my shep. I just went ahead with the game after toying with this before 1.02.

I can best explain the entire process of what happens with your face thus. The face is made up of bones (that move when animated) and the mesh (with vertices attached to those bones). The LOD0 collection is ALL the vertices on the mesh with specific points. This is what controls the facial structure at a fundamental level. In addition, the bones (OffsetBones collection) control the movement of the surrounding vertices when the animation is triggered, such as smiling.

By deleting the LOD0, I discovered the game must rebuild them. If you gave all the LOD0 entries a value of 0,0,0, you ended up with no face. Deleting them forced the game to rely on other variables, specifically the MorphFeatures collection. Changing values in MorphFeatures forced different rebuilds of the LOD0 collection. In addition, adding values from MorphFeatures missing in ME3 but present ME2 caused the rebuild to provide slightly more accurate or varying results.

What finally came about is that there are default positions for the LOD0 collection and this affected by MorphFeatures on rebuild. However, the LOD0 collection typically varies further. That's because in any of the character creators the LOD0 collection was modified as well as the base MorphFeatures and OffsetBones. Thus, the LOD0 collection is the main result of the contruction process. It doesn't have anything to do with face codes (which is what really bothers me about the current 1.02 fix).

So why can't we just copy the LOD0 from ME2 to ME3? As woodbyte so well put it in his graphic (see here), there are 2232 vertices in ME2 and 2390 in ME3. If you figure out the sequence they're supposed to go in, then a fix is possible. Until then, you will be putting vertices in the wrong order and end up with something horrible. That's because there are more vertices. While the face is more complex it also means the face is not completely transferable and some kind of approximation needs to be made.

The issue is solvable, in my opinion. To fix, and Bioware will have this data, transfer the mapable vertices from the LOD0 in ME2 (such as the back of the head) to ME3. Then use something like the mesh's normals to find the expected position of values that don't completely transfer (such as around the mouth). Better yet, just make a new head morph module that only has 2232 verts, and if it's an ME2 face, use that instead of the ME3.

Also, sorry for the long post.


No worries about the long post Phoenix, if anything that provides a really clear picture of what is happening and what may be possible.  Hopefully, we'll be able to sort this out.

THOUGH IT'D BE BETTER IF BIOWARE COULD DO SOMETHING ABOUT IT.

Modifié par ThinkIntegral, 14 avril 2012 - 08:53 .


#855
woodbyte

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Uploaded me3-lazarus to Google Project.

As I've stated before I haven't had much time to work on this lately. I used my last couple of hours of freetime to make the tool a bit more user friendly, but I'll let you be the judge of that. :P

Some brief instructions are available here. What I did not say there I'll try to mention now, though I might forget stuff:
  • There's no complete and reliable mapping as of yet. I've tried making one a few times already from scratch but I always seem to run into problems with the eyes and mouth.
  • If the teeth are ignored, which I think they can be, then apart from the eyes and mouth and a couple of forehead vertices, everything else is a 1:1 relation and done already.
  • I believe if a mapping is found for even just one of the eyes that works well ingame than that will be a major step forward.
I'm really sleepy now but I think that's it, rest is in the link above. I will post something to jkthunder's rebuild thread with more details when I get a chance.

Oh, almost forgot: requires .NET Framework 4 and XNA Framework 4 to run.

There were some things I wanted to say regarding Pheonix52gx's and Vhalkyrie's findings, but they slipped my mind. :unsure:

edit#1: Formatting fix. Also let me know by PM if you want to improve the editor. I'll add you as a contributor.
edit#2: Just noticed the ears aren't part of the included mapping. I'll update it when I can and it'll be here.

Modifié par woodbyte, 14 avril 2012 - 09:34 .


#856
Loegi

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I started playing yesterday, and while the face does look better in game than it does in the CC, it still looks a bit off, more than ME1>ME2. It's like all my features were maxed to the extreme. And I had to change my colours via gibbed, so that alone proves the patch doesn't work correctly.
And, like I thought, it's annoying me very much.

Also, my head is too small. It's like I'm some super buff dude.

Well, at least I'm better off than most femsheps here.

#857
lillitheris

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Pheonix52gx wrote...

The issue is solvable, in my opinion. To fix, and Bioware will have this data, transfer the mapable vertices from the LOD0 in ME2 (such as the back of the head) to ME3. Then use something like the mesh's normals to find the expected position of values that don't completely transfer (such as around the mouth). Better yet, just make a new head morph module that only has 2232 verts, and if it's an ME2 face, use that instead of the ME3.

Also, sorry for the long post.


I really wish they just ‘gave up’ and gave us the low-vertex heads. I think most of us would probably be OK with (possibly) losing some expressiveness in trade. It'd be nice if they tried to do a proper mapping first, but assuming they don't have the resources, or don't succeed. Or, well, they should:

1. Incorporate the heuristic fixes suggested here to get rid of bad face codes/headmorphs in the CC. Just a dialog, maybe, “Does it look right?” and then try this plan B if it doesn't, and if it still doesn't work:

2. Offer the option to import a lower-vertex mesh (with a warning about losing some expressions or whatever, if applicable).



woodbyte's work looks interesting, glad to see you got it in a releaseable state! I'll have to play with it later. I added a link to it in the OP.

Modifié par lillitheris, 14 avril 2012 - 10:06 .


#858
Shadow Shep

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 Well, here we go...

(She may not be the prettiest shepard, but she was supposed to be kind of tough.  That's not to say she was intended to look like she just got punched in the face by multiple krogan)

Aeris Shepard

Mass Effect 2

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Mass Effect 3

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Mass Effect 4?

Image IPB

Modifié par DJCubed, 14 avril 2012 - 10:22 .


#859
Pheonix52gx

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woodbyte wrote...

Uploaded me3-lazarus to Google Project.

As I've stated before I haven't had much time to work on this lately. I used my last couple of hours of freetime to make the tool a bit more user friendly, but I'll let you be the judge of that. :P


Thanks for this, it's inspiring for me as a college programmer too. If you can think of anything I can do to help, let me know.

I was wondering, do you think it'd be possible to generate a normal map from the ME2 set? If so, could that be applied to ME3? I don't know how much XNA has in it's libaries, but that would prevent us from having to do it manually.

*EDIT* I'm getting the hang of your program. Working on it. I assume the XML included provides the map that I could eventually send you. Juding from what I've seen in game, this is the right way to do it. I'll see what I can cook up today for you.

Modifié par Pheonix52gx, 14 avril 2012 - 11:38 .


#860
StarAce905-2

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Thanks for the great work, everyone. Going to try out woodbyte's program. I wish I could help, but I'm very much a beginner at programming, and I don't know anything about XNA. :(
But if you guys need any feedback using different faces and such, I'll be glad to offer any help. It's great to see people like you guys working to fix this. :D

#861
Tabijinka

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My face problem is shockingly similar to Feanor_II (Virgine Shepard): from the first post, just slightly darker hair. Looks absolutely nothing like my femshep, and the hairstyle doesnt even exist.

I can't decide whether to start cause i can't get a face even close to mine. Most anticipated game of the year continues to be one of the biggest letdowns in recent memory and i havn't even started the game.

#862
lillitheris

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StarAce905-2 wrote...

Thanks for the great work, everyone. Going to try out woodbyte's program. I wish I could help, but I'm very much a beginner at programming, and I don't know anything about XNA. :(
But if you guys need any feedback using different faces and such, I'll be glad to offer any help. It's great to see people like you guys working to fix this. :D


I <3<3 everyone's work too. In contrast, I've been programming for…way too long…but never anything to do with 3D graphics, so my help is very limited :/

#863
Vhalkyrie

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woodbyte wrote...

Uploaded me3-lazarus to Google Project.

As I've stated before I haven't had much time to work on this lately. I used my last couple of hours of freetime to make the tool a bit more user friendly, but I'll let you be the judge of that. :P


I'd like to help (career programmer), but I have projects I need to wrap up before the beginning of May.  This has been bugging me, so I've been spending more time on this than I should - haha.

I've been reverse engineering my headmorph because it seems to be one of the stronger outliers.  Clarian also provided his facecode, so I was going to work on that next because his is also a very strong outlier, then see if I could find common threads.  I feel pretty confident, though, saying the base head meshes we used were altered to 'soften' the stronger features we used.

I've had a hobby interest in 3D models and animation since I was a teenager, but my area of specialty is in AI/automation.

Modifié par Vhalkyrie, 14 avril 2012 - 12:42 .


#864
Vhalkyrie

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One other thing, translating all of the OffsetBones from ME2->ME3 doesn't give good results for me. If I copy them all over, my right eye ends up more squinty than left eye!  This ends up making her look like she's constantly suspicious, or has an eye tick.  I've had to copy them selectively, then load the results for comparison.

Modifié par Vhalkyrie, 14 avril 2012 - 01:21 .


#865
Rencor2k

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im glad i have and will always stick with the default face. which is also the best looking imo.

#866
Vhalkyrie

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Sounds weird, but I enjoy doing stuff like this.  I've taken apart a number of toys so I could figure out how they worked.  Occasionally an expensive learning experience like when I fried my motherboard.  :P

#867
Da-Fort

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First off. I'm really glad that you guys are picking up the pace on mapping faces over to the new game. I cannot express how much hope this is giving us or me. Atleast in my current mental state. Nice bit of change of the depressed feeling I was getting the past month or so. This is all way above my head but it is better than nothing.

Yesterday, I put the CC on ice for the time being and decided to see what Gibbed would do if I were to copy over the information as in the Face Effect Blog. Funny to see we were all shifting to that again. Default ME2 femshep is the one I am currently using? On my first try I used the import Shepard from 1.02. It looks like her facial structure is there but I could not get her mouth and eyes right.Then I noticed the imported Shepard uses the wrong eyes so I've got nothing to say about that. Her mouth is way too small now, kind of was hoping for the opposite. This has all been observations though.

Here are pictures from the squad screen

EDIT: Added patch picture for comparison and fixed some typos (read: not all though)
EDIT2: Grammar, Da-Fort. Learn how to use it.


1.02 patch fix
Image IPB

Gibbed
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Modifié par Da-Fort, 14 avril 2012 - 02:43 .


#868
jbg927

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I just got the chance yesterday to load up me3. I downloaded the patch, then tried to import my femshep and to my surprise mine still does not import and I am having the same issue as before the patch. I get the error message.

#869
Benny8484

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Its great to see so many people coming together to solve this issue.  I attempted to mod ME3 to fix the appearance of my shepard with no success.  The mods worked, they just simply cannot restore my old ME2 shepard.  I will continue to follow your progress.  This for many as well as myself is likely our only hope for restoring our shepards in the future.

#870
Vhalkyrie

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I have stuff that works, I just don't see the common threads yet on how to extrapolate it so it works consistently for others, too.

Modifié par Vhalkyrie, 14 avril 2012 - 01:58 .


#871
chevyguy87

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I think mine imported rather well (at least I think so). I did take notice to how lighting can radically change how she looks. In low light she looks really pale, in bright light she looks really tan.

ME2 (top) ME3 (bottom)

 Image IPB

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Modifié par chevyguy87, 14 avril 2012 - 02:49 .


#872
lillitheris

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I have to say it's damn sad that BioWare doesn't seem in the least interested in taking ready-made solutions to fix half of the remaining problems. Guess will have to try to bombard Chris again come Monday.

With Bethesda's games it's not such a big deal; they're made to be modded and that's fine, but you have to pick one: either you make modding really easy, or then you do your damndest to fix bugs yourself.

#873
lillitheris

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jbg927 wrote...

I just got the chance yesterday to load up me3. I downloaded the patch, then tried to import my femshep and to my surprise mine still does not import and I am having the same issue as before the patch. I get the error message.


Which platform are you on? I was pretty sure that the import error message problem had been 100% solved.

#874
BrianWilly

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So what the heck's going on with this? My 360 ME2 faces still aren't importing into ME3. I'm not getting the error message anymore, but my Shepards still turn into the default customization Shep (not Mark Vanderloo Shep, but the first default option that appears when choose to customize the face).

How can they honestly release a patch that doesn't actually solve the problem it claims to solve?

#875
Da-Fort

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BrianWilly wrote...

So what the heck's going on with this? My 360 ME2 faces still aren't importing into ME3. I'm not getting the error message anymore, but my Shepards still turn into the default customization Shep (not Mark Vanderloo Shep, but the first default option that appears when choose to customize the face).

How can they honestly release a patch that doesn't actually solve the problem it claims to solve?


Did you try to remove your facecode in Gibbed for ME2? If you have not it will force the game to use its approximization. This issue has been brought up a lot of times before.

Go to the tab "Raw" -> Squad -> Player -> Facecode. Then remove the facecode and save it.
Now you are on the 360 so I am not completely sure how you would be able to get your saves on a USB stick. It has been done before though.

EDIT: I would give you a link to the editor if I knew which one it was. He needs the one that has been modified for Xbox right?

EDIT2: I dug up the blog from Janus. This might help you getting your save files. I do not recommend going further than step 4 on that blog though. http://social.biowar...64/blog/211646/ 
Notice: Have a read at the warning above the tutorial. Proceed at your own discretion.

Although to be honest I do not see why this would violate anything. Stupid rules.

Modifié par Da-Fort, 14 avril 2012 - 03:22 .