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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:
CREATING YOUR OWN CHARACTERS
DEVELOPMENT DOWNLOADS
[Blender Viva Export Addon] headpat». Like so:
Completing the REQUIRED slots from above will grant you the Tweak tab.
BONES
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
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.