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.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.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
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 .




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