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modding:modelling:tutorial_character_editing:step3 [2021/09/16 13:55] – content browser giwayume | modding:modelling:tutorial_character_editing:step3 [2024/08/11 14:44] (current) – [Generate a Mirror Table in Unreal Engine] giwayume | ||
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==== Generate a Mirror Table in Unreal Engine ==== | ==== Generate a Mirror Table in Unreal Engine ==== | ||
- | Launch Unreal Engine 4.18.3 and create a new blank project. **Remember the folder location that you entered where the project will be stored**. In my case, it's located at // | + | **This is the important step to prevent animation bugs. Read closely.** |
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+ | Launch Unreal Engine 4.22.3 and create a new blank project. **Remember the folder location that you entered where the project will be stored**. In my case, it's located at // | ||
{{ : | {{ : | ||
- | After the project is created | + | After the project is created |
{{ : | {{ : | ||
- | Download the {{ :modding:tool_mirror_plugin_toolbar.zip |Mirror Plugin Toolbar}} tool and extract the contents of the **.zip** file. Copy the " | + | Download the {{ :modding:mirrorplugintoolbar_4.22.0.zip |Mirror Plugin Toolbar}} tool and extract the contents of the **.zip** file. Copy the " |
{{ : | {{ : | ||
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{{ : | {{ : | ||
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+ | **At this point, modify the Project Settings to enable the Event Driven Loader and disable Use Pak File, just like in the introductory tutorial**. | ||
Import Miriam' | Import Miriam' | ||
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* Find the path of the original **SK_P1000.uasset** file and create it in Unreal Engine. | * Find the path of the original **SK_P1000.uasset** file and create it in Unreal Engine. | ||
* Drag & Drop **SK_P1000.fbx** into Unreal Engine at that path, import with default settings. | * Drag & Drop **SK_P1000.fbx** into Unreal Engine at that path, import with default settings. | ||
- | * Move/rename the materials, physics asset, and skeleton to their original file path and filename, reference | + | * Move/rename the materials, physics asset, and skeleton to their original file path and filename. Reference |
* Create material instances for each of the materials, delete the original material, rename the material instance to match the original filename of the **.uasset** containing the original material. Then re-assign the new material instances to the 3D model, in the original order they were referenced. | * Create material instances for each of the materials, delete the original material, rename the material instance to match the original filename of the **.uasset** containing the original material. Then re-assign the new material instances to the 3D model, in the original order they were referenced. | ||
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Skeleton_P0000 (Skeleton) | Skeleton_P0000 (Skeleton) | ||
</ | </ | ||
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+ | Now that you've set everything up similar to the way we did in the previous tutorial, next you'll generate a **Mirror Table** for Miriam' | ||
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+ | Click on Miriam' | ||
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+ | {{ : | ||
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+ | You will see a confirmation message that says the Mirror table was created. | ||
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+ | {{ : | ||
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+ | Now, this plugin does its best job to generate the **Mirror Table** based on assumptions on the names of the Skeleton' | ||
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+ | Right click on Miriam' | ||
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+ | {{ : | ||
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+ | On the right, expand " | ||
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+ | {{ : | ||
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+ | Close the Property Matrix window. Do "File -> Save All". | ||
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+ | {{ : | ||
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+ | Package the project to generate the **.uasset** files. | ||
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+ | {{ : | ||
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+ | In the next step you will create the final **.pak** file for the mod, just like in the introductory tutorial. There is no change to this part of the process. | ||
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[[.: | [[.: |