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modding:modelling:tutorial_character_editing:step3 [2021/09/16 14:22] – wording giwayumemodding: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 //X:\BloodstainedMods\CharacterEditing\CharacterEditUnreal//.+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 //X:\BloodstainedMods\CharacterEditing\CharacterEditUnreal//.
  
 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_create_unreal_project.png?nolink&800 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_create_unreal_project.png?nolink&800 |}}
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 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_create_plugin_folder.png?nolink&600 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_create_plugin_folder.png?nolink&600 |}}
  
-Download the {{ :modding:tool_mirror_plugin_toolbar.zip |Mirror Plugin Toolbar}} tool and extract the contents of the **.zip** file. Copy the "MirrorPluginToolbar" folder and paste it inside of the **Plugins** folder you just created.+Download the {{ :modding:mirrorplugintoolbar_4.22.0.zip |Mirror Plugin Toolbar}} tool and extract the contents of the **.zip** file. Copy the "MirrorPluginToolbar" folder and paste it inside of the **Plugins** folder you just created.
  
 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_copy_mirror_plugin.png?nolink&800 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_copy_mirror_plugin.png?nolink&800 |}}
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 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_locate_mirror_table_button.png?nolink&800 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_unreal_locate_mirror_table_button.png?nolink&800 |}}
  
-**At this point, modify the Project Settings to disable the Event Driven Loader and disable Use Pak File, just like in the introductory tutorial**.+**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's body model **SK_P1000.fbx** the same way we did in the introductory tutorial. As a reminder: Import Miriam's body model **SK_P1000.fbx** the same way we did in the introductory tutorial. As a reminder:
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 {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_generate_mirror_table_confirmation.png?nolink&600 |}} {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_generate_mirror_table_confirmation.png?nolink&600 |}}
  
-Now, this plugin does its best job to generate the **Mirror Table** based on assumptions on the names of the Skeleton's bones. But there may be some 3D models where it doesn't work out of the box. You don't have to do any tweaking for Miriam, but I will show you where to do this in case you ever need to.+Now, this plugin does its best job to generate the **Mirror Table** based on assumptions on the names of the Skeleton's bones. But there may be some 3D models where it doesn't work out of the box. You don't have to do any tweaking for Miriam, but I will show you where to do this in case you ever need to tweak the mirror table.
  
 Right click on Miriam's Skeletal Mesh (SK_P1000), then go to "Asset Actions -> Bulk Edit via Property Matrix...". Right click on Miriam's Skeletal Mesh (SK_P1000), then go to "Asset Actions -> Bulk Edit via Property Matrix...".
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 {{ :modding:modelling:tutorial_texture:tutorial_unreal_package_project.png?nolink&600 |}} {{ :modding:modelling:tutorial_texture:tutorial_unreal_package_project.png?nolink&600 |}}
  
-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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 [[.:step2|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step4|Next Step ->]]  [[.:step2|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step4|Next Step ->]]