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Viva (Now v0.9!)

THIS FEATURE WILL LAUNCH 9/28/19 BUT AVAILABLE NOW FOR SUPPORTER TIER https://www.patreon.com/sgthale

DOWNLOAD PRE-MADE CHARACTERS

If you don’t know how to 3D model, you can download characters already made by people in the Discord’s #character-cards. [Click to join]

INSTALLING CHARACTER CARDS

To install characters, download the blue character card and the yellow skin card and put them into your game’s Cards/Characters and Cards/Skins folders. Make sure you download the full size image and not the thumbnails (from discord)! They can now be accessed in-game via the character customizer in the bedroom mirror:

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CREATING YOUR OWN CHARACTERS

DEVELOPMENT DOWNLOADS

[Blender Viva Export Addon] headpat». Like so:
viva project все персонажи. Смотреть фото viva project все персонажи. Смотреть картинку viva project все персонажи. Картинка про viva project все персонажи. Фото viva project все персонажиFACIAL ANIMATIONS [Recommended]: You are responsible for matching the game’s shapekeys so your character is animated properly with the built-in animations. See the FACIAL ANIMATIONS section below for more info.RIGHT PUPIL INFO [Recommended]: For eyes to work, both pupil infos must be complete (green). Must have a 512×512 PNG named «CHARACTER_pupil_r.png». See the EYES section below for more info.LEFT PUPIL INFO [Recommended]: For eyes to work, both pupil infos must be complete (green). Must have a 512×512 PNG named «CHARACTER_pupil_l.png». See the EYES section below for more info.COLLISION HEAD SPHERE [Recommended]: This is used to indicate the sphere where your hair bones will collide with so they don’t go inside the character’s head. Simply include any sort of sphere in the scene named » head collision». Like so:
viva project все персонажи. Смотреть фото viva project все персонажи. Смотреть картинку viva project все персонажи. Картинка про viva project все персонажи. Фото viva project все персонажиHAT INFO [Recommended]: This is so your character can properly wear hats from the game. Use the provided red hat to simply position it until it looks good on your character, and name it «CHARACTER hat». That’s it. You can preview it in the editor with the «preview button» in the create tab.
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Completing the REQUIRED slots from above will grant you the Tweak tab.

BONES

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Viva project eyes need 3 things to work for each eye; a bone, a material, and a texture. Both eyes must be fully set to work.

Bone: Must be named pupil_r or pupil_l and be positioned where the eye looks out from. It must be parented to the head bone.

Material: Create a flat plane card where the eye socket is and UV unwrap it so a flat texture can be placed in the middle. Make sure both eyes have the same UV direction or your character might be cross-eyed!

Texture: Pupil textures must end with _pupil_r or _pupil_l so the game knows which one is which. They must be 512×512 PNG (no alpha) when you drag and drop them.

FACIAL ANIMATIONS

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To easily include facial animations with your custom character model, simply rename existing shape keys to any of the in-game shape key list below and export. To see what each shape key should look like, refer to the shinobu_v4.blend file (download link above). Some shape keys have a left and right side (e.g. smile_r and smile_l). To save time, you can simply make a shape key named «smile» and the export script will automatically split it up into the 2 variants for you. The following items in bold are considered highly recommended to have:

cheek_l

cheek_r

frown_l

frown_r

jawDown

lowerEyelid_l

lowerEyelid_r

madEye_l

madEye_r

madEyebrow_l

madEyebrow_r

platysma

puckerLips

sadEyebrow_l

sadEyebrow_r

smile_l

smile_r

upperEyelid_l

upperEyelid_r

HOW TO FIX

If you received a «Failed» when you tried to export your model, a log will appear with the issues that your model has. This is what you can do to fix them:

Problem: [BONES] Bone X is stray! It must have a parent.

Solution: You cannot export a model with stray bones that aren’t attached to any in-game bones. Your model must be an attachment for the character. Create a bone and set it’s name to any from the skeleton bones list above.

Problem: [BONES] Bone X is set to no deform. All exported bones must be set to deform. Remove this chain or mark as deform.

Solution: Check «deform» in the bone’s settings to make sure it deforms. All exported bones for your character must deform you cannot have helper bones.

Problem: [BONES] Base skeleton bone X must have no parent or be parented to Y,
[BONES] Base skeleton bone X must be parented to Y

Solution: The hierarchy of the in-game character skeleton is not allowed to be changed. Any custom bones you make cannot be the parent of a built-in game bone. Match the parenting order or run «Match Viva Project Skeleton» command.

Problem: [ARMATURE] Multiple Armature modifiers found. Mesh cannot have more than 1 armature modifier.

Solution: You might have more than 1 armature modifier on your object. Delete the extra ones.

Problem: [BONES] Too many bones. Must have less than 256

Solution: You have too many bones but if you get anywhere near this number, it’s probably best as bone physics are performance heavy.

Problem: [VERTICES] Exceeded max vertices! Mesh must have less than 65535
[SUBMESH] X has too many triangles! Submesh must have less than 65535 triangles

Solution: Try cutting down on the number of vertices/faces before exporting.

Problem: [MATERIALS] Model has zero materials!

Solution: Your model must have at least 1 material to be exported properly.

Problem: [UV] Model must have 1 active UV map. Add one.

Solution: Make sure your object has a UV map, check if there are any in the UV Maps dropdown menu.

Problem: [FACES] Mesh must be triangulated. Found face with X vertices. All faces must have 3 vertices.

Solution: Your model must be made of triangles only. If you select your entire mesh and press Ctrl+T, it will turn it into triangles. Beware and make sure your shape keys are not messed up when you do this! Always check them right afterwards.

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