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modding:modelling:tutorial_character_editing:step3 [2021/09/16 14:19] – finalize 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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**This is the important step to prevent animation bugs. Read closely.** | **This is the important step to prevent animation bugs. Read closely.** | ||
- | 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 // | + | 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 // |
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- | 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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- | **At this point, modify the Project Settings to disable | + | **At this point, modify the Project Settings to enable |
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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- | Now, this plugin does its best job to generate the **Mirror Table** based on assumptions on the names of the Skeleton' | + | Now, this plugin does its best job to generate the **Mirror Table** based on assumptions on the names of the Skeleton' |
Right click on Miriam' | Right click on Miriam' | ||
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- | In the next step you will create the **.pak** file, just like in the introductory tutorial. There is no change to this part of the process. | + | 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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