FlailingFog / KK-Blender-Porter-Pack

Plugin pack for exporting Koikatsu characters to Blender.
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Separating hair into their own outfit slots makes it generate hair shaders improperly. #596

Open johnvo0918 opened 3 weeks ago

johnvo0918 commented 3 weeks ago

I'm separating them in Koi so that I don't have to separate them later in blender and potentially messing up the bone hierarchy which messes up hair physics later on (for some reason this happens sometimes for me, but please help me confirm that it's not because of separating)

Separated hair into outfit slots(this is upon importing file stays untouched): image

Not separated and all in 1 slot (ignore the orange edited the shader): image

Adding a top item helps fixing this problem but it doesn't work all the time. This problem only occurs on Hair. if they're all in 1 outfit slot the shader will generate properly.

card (separated hair): Koikatu_F_20240903172128112_Kaiz Optimized_K card (not separated hair): Koikatu_F_20240722163803473_Kaiz Optimized_K

FlailingFog commented 2 weeks ago

I don't know why that's happening, but it looks like the importer isn't setting up the outline modifier correctly. Turning it off makes the hair look right. image

If you want to keep the outline enabled, you can play with the "material offset" number in the outline modifier options shown above. The importer should set this automatically but it looks like it's incorrectly counting the materials... For example, on hair outfit 11 it should count up to the outline materials in the material list (which is slot 14) and set the material offset to 14, but it's incorrectly setting it to 3... image

johnvo0918 commented 2 weeks ago

yeah i'm fine with not having the outlines. I'm more interested in putting the model into Unity to Warudo/VRChat than using it in blender. and unity shaders can handle outlines too! will be trying this out.