#Artificial academy 2 hongfire faces how to#
But I've figured out how to export assets in FBX format from SB3util, which includes each body part's bone structure. I've improved slightly, from being completely clueless about the process to barely grasping a teensy bit of how it works while having no idea how to accomplish the final goal in this manner. I'm simultaneously continuing to convert models my "old" way while trying to wrap my head around the "new" way that CL has been trying to tell me is better. But I could easily see it doubling, tripling or more my work time per model. By a LOT.īut would it be worth it to have better joints, morphs and weighted rigging already done? It might make for a higher quality of model than I've been producing thus far. sounds even more time consuming than what I'm doing. It'd be a lot more useful if I were making new custom models from scratch, but as I'm trying to duplicate existing models, hunting through the resource files for the exact meshes for every lock of hair out of hundreds of possibles that are already hard to identify because the textures aren't in place. Well, I don't know if I'm relieved or discouraged to find out it's not as simple as I was led to believe, it's just.
![artificial academy 2 hongfire faces artificial academy 2 hongfire faces](https://i.ytimg.com/vi/NVv5tB3USn4/maxresdefault.jpg)
![artificial academy 2 hongfire faces artificial academy 2 hongfire faces](https://i.imgur.com/2Ntp5SM.png)
GB: Alright, I see that this will let me view and export individual resources from the AA2 pp files, so is how this works is, I'll have to export every piece and then recombine them and assign textures in the PMX editor to make a complete model? Or am I barking up the wrong tree here? But also, what about things like bones? And the MMD naming conventions that makes other animations work? It's confusing, overwhelming and frustrating. I'm having a few stumbling blocks here, the main one being, does this mean I have to export every single resource into an individual file, then load them up in the PMX editor and build each model mesh by mesh, texture by texture, location by location? If it's possible to load an entire model in SB3Utility, I can't find it. I sent the guy I'd been asking for tips a question about copying facial morphs, and in the course of the conversation, I showed him what I had so far, and he expressed confusion or possibly frustration (it's hard to tell with this guy sometimes).apparently I'm doing everything wrong? There's some way to export what I want straight out of the game's resource files using the modding tool program that hongfire uses, it seems? I'm not sure I'm following correctly, but looking around in the program (SB3Utility), It looks like I can dig around in the resource files and export individual meshes/textures/sounds etc, maybe even animations? If you can link me to something better, I'm definitely eager to try it.ĬL: ok so the program is called SB3Utility it supports all illusions games GB: Ok, thanks, I'll check it out. I'm basically learning this from the ground up on my own, and someone else told me about ninjaripper. I also don't know what a "golden tool" is. GB: Maybe I didn't understand what you were telling me - you used some terminology I wasn't familiar with, like 3dcg, and you said I can use "the modding programs" to extract parts, but I was unable to find the program you meant. ĬL: why do ppl rip via ninja ripper when there are golden tools for that out there nevermind though i told you already but u decided it would be better to make morphs in pmx editor which is impossible
![artificial academy 2 hongfire faces artificial academy 2 hongfire faces](https://i.ytimg.com/vi/5DbaDBUfw6A/maxresdefault.jpg)
Welp, back to work prodding lips I go, then. GB: Hey, this is probably a stupid question, but is there a way to copy morphs between models if the vertex numbers aren't exactly the same? All the AA2 models basically have the same face structure, but trying to copy and paste morph data between them usually has horrific results.