Open Yokidelray opened 2 months ago
should be working now in https://github.com/sleepybnuuy/bustomize/releases/tag/v1.1.0-test, keep me posted if you encounter any further issues
just tested it! but when using position it kinda twists the model in a weird direction heres some examples 1) Normal values https://imgur.com/udivVu5 Scale works but the position shifts to the right
2) flipped them but it looks jank so the first one is the correct version but i did two so you have a visual https://imgur.com/3fNgBVi.
So its mostly 1 position turns the body weirdly for rotation/pos for some bones.
Using blender version 4.2 i tried installing it on 4.0 but it didnt let me for some odd reason
Normal values https://imgur.com/udivVu5 Scale works but the position shifts to the right
@Yokidelray do you mind sharing the c+ template string used for this? I'd like to compare/contrast against how it looks ingame (and replicate on my side)
H4sIAAAAAAAACs2YTY+bMBCGL/0hEadWG5AN5iOop7aXlbpV1W4/L8gQJzjJYhXItlKV/14DhgUWgrMhbJUDJhkPD69nxuO8+Kt8wHdEcZWbfRLsyNXsPcERiWfJHd7t+DVgQTB7ucG/ZyFLX83urdlrI/soc+UriRPKIsVFc+VtTHDKb97hNHOmAx2pEKhQv4W2ayxcZGkLQ7egdQVsFwA++4Yt6YqSZXsGuoWWiwzXQJqFbGjrejXlS0R/7cn1MjPHAUJoRbg9DFQ+tNUFsHw1sANjYSMEEHL4jOvkW0xT8jFmKQlSwmeu8C4h/IcoYOuIpqzmi9u/YRFJFPevEnnhFqfYi7Ob2xhHyS5/v+z2u+KqQAO6OVd+KC4fWXPlZ/GdYR7myieW1m3516Vhbsev3OhzgHc0WgsbqMHCGx/kRpB7PXCzkmMnz9GDkZnmhuqTQDbefkm8XpCOl3y6FoVNfs0JYB2gZ0XantUzZehkoPdeEtKYDkG0fPeIMECgCwLDNps6JMRnni8REHCYQVKEkgAIArxlRyKhIBcksgSqrpldCFU4tlXIGGJphkwYmWg4DYMHRFZE9lsanRIT+pHUeCCRC0zQ5pDP0GMYp2UHELUqpJvB5Gi930j5Ccw6grwGoylQPj8lx4o1HP35VWraNYJYlmCkRWhBbDyc0NNq9RgQrQpRMEwYCl0A/sQi6J1L4U8pQzdC8Ex1ocnwDIWhBMjaF19mx6pUQCPIUHVxdQiJrbv0jc7WoUFQdVBjLoT6lAYqkOmodXkI2M2QPburmd2yhPavgnmxaHTE4/c+HRSgHMoiOJ2tE+rqFcQi4OGe6RQApDmPAIDmlK1bFQdZ51MEIwtCGm0HQc5eCaAthM1C2CwEwZbt1/ik7rGjKvCz8nBGlErk19yV02Q4JycrhKOFqQdh4628JV6z3ueLupT5Fr2G1EqYpxwvOULIwmNnitI3vMQ+1YQYXorxDnfNHj5mLJ1uk6yOU6CVkP7FE9IRpVmMimgsNusaR/CcHEXXspyia6m2qWpBGgTT9G5HIcgEMjz8+VW1DA2CSWTog6hF5fI/yQ5yeQ6hhhgVW+cjjtXFObrkEKFB/nghgJbpbXlvLR8g+oiF+3D4B0Fh18vJFwAA
sorry took a bit here ya are
I've added a bugfix that should help standardize applying rotation+position, previously it could get stuck after just applying 1 or 2 bones on the rig. You can try the new version from the testing release's updated zip ^^
I just tested out and this is my result on my end still crooking the body https://imgur.com/XkBbvBn .
Im unsure if its because of the blender version being steam. Normally i use version 4.0 standalone or lower but with the new release it doesn't allow the installation either. says successfully installed but its not there. Deeply apologize for making you work alot on this i have no knowledge in coding :c but i really appreciate the work
the 4.0 v 4.2 version difference shouldn't be an issue at all here -- on my end, i'm seeing the position tweak go through as expected(?) with the chest moving out along the Y axis, rather than skewing along X as yours looks to be from the video example.
you also have the flip bone axes
toggle enabled in the latest clip, which does give similar results on mine. this should be disabled in most cases, and only exists for nonstandard armature support:
can you confirm whether the armature you're applying this template against was exported from vanilla? i.e. the standard textools format, and not originating from a devkit or alternate skeleton construction.
Using my friends as an example. just now but heres my steps i just did. Using normal ff14 skely from texttools <<<
import X/Y like in your first gif apply c+ result https://imgur.com/OlStACp
i even flipped it JUST in case and used a different one but its similar results in how bones shift around for position. Even the foot went upwards
edit: the yellow error at the bottom is error loading IVCS but theres no ivc2 bones its just the vanilla armature so assuming that can be ignored
@Yokidelray it does appear that you're using unexpected fbx import settings for bone orientations - bustomize assumes armatures are imported with the default orientations of Y primary and X secondary i'm unfortunately struggling to replicate the issue you're having here - it may be a problem specifically related to full bodies coming from textools' fmv? your scale application alone in the above clip is drastically larger than what i can see from your provided template string too it'd be most helpful if you could upload a specific fbx and c+ string for which this is occurring, without that i'm really at a loss to help any further
Ive tried porting both x and y and y and x, and flipped them both but i think it might because of FMV. you might be right ill check it out. Try replicating it with a FMV rather than a singular piece it might be it
i know it was mentioned but is there a way to implement that feature this is amazing tho! if theres guides or steps into adding it because im trying to render my aura but its difficult to get the position right with blender #s.