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Showing posts with the label ZModeler 3

First day at online class; rig the last two Boruto models before subscription ends

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Yeah, online class is kinda having limitations during pandemic times like this. Zoom Meeting only lasts 40 minutes (3 times in a row with 10-minute delay), whereas Google Meet lasts an hour.  I have no idea what else I could think of learning some more materials beside this kind of new method that I'm not getting used to. Still, like video games, vicon (video-conference) is also growing from pair-to-pair (P2P) to everyone, but that time was within 3G call function. Today, conference meeting medias like Zoom and Google Meet will provide anything like classrooms via video available via Internet connection, no longer within operators that provide 3G video call. I have a task that will have to finish and submitted before Sunday night. Free schedule on Tuesday, as a matter of fact, so maybe I can wrap up some things during free time. Online course checking, and of course, wrapping up this Boruto Ped Mod Project before the subscription ends (one month subscription is the cheapest one ...

Progress update: Two Boruto Models ready

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The final results are already in. I hope with (re)making this from scratch can fix the "mesh bug caused by wrong skeleton reference". Two models are ready at the same time: one with no wrist-mounted ninja weapon, and one without. Now with these two ready, field testing is the next one before I call it a day. Next up is (re)making the Boruto with no shoes and the Boruto wearing Naruto's jacket in a final battle against Momoshiki. Man, I need some rest, but anyway, this effort is worth my time in a pandemic like this. After field testing, the public beta is next. Finally, I can hand over this project to Darwin VS, if he ever accepts this, with a price.

New GPU, Mod progress update, Phone gaming, and plans for online trading

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The GPU I used on my PC broke on Thursday night last week, and Friday morning, I brought it again to the computer service. Yep, looks like I have the same issue when I was playing Ace Combat on PC, but this time, it has something to do with DCS by the time I left it active for few minutes. I was shopping for something with my dad. Monday morning I come for a check, and the shopkeeper said that something's breaking inside. Capacitors, he said. Well, the warranty time has ended, so new GPU will be in place. Still cheap for my standards, though; I don't need a high-end GPU to play AAA games like Ace Combat 7 and Call of Duty: WWII . The GPU replacement is one step from the same generation, the RX 570. I didn't tell anything about this for the past few days; just in the time when I do the project, I write it here. I've reached the point where I'll (re)paint the neck and head meshes of a fixed Boruto ped model in GTA V, and I was about to get started. More upd...

Entering 24, I managed to get this nearly done

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Enter 24 years old of me. This ped rigging I made is worth my time of making the wish at least come true, even though it's a public beta release. Well... my entry of the 24 (my 24th birthday, that is) is different than any other entries because of Covid-19. Everybody stuck at home with casualties rising per day. I swear, I feel my sympathy on those who get infected by Covid-19, and I wish they get recovered, if God permits it. Now, onto the project progress. I had to redo the Boruto ped to remove the facial mesh bug, and I swear, having facial mesh bug on public beta release is gonna give a bad look on Boruto, especially when used. in YouTube. At least Ik how to learn a ped rigging with ZModeler 3. It's trial and error. And also about careful mapping just like in the training. That's why ZM3 provided test tools like "Inverse Kinematics" and "Move" function to simulate human movement. It's not perfect, but gives you a clear understanding...

Just as I thought, mesh bug caused by bone reference

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Sounds like this is more like a new bone reference screwed up the hand/finger and head painting. I'm not sure what caused this "broken" mapping of head and hand/finger mesh. I'm more thinking like, ZM3 is updated by constant time, and probably something changed in the export. I have no idea how to explain this to Oleg in my time of developing this, but at least I know how ped and facial rigging works. Manual painting is the only way if the ped size is not 1:1 proportion like the common GTA V peds. The last resort I will take is to redo the setup, like how I did in the first place. I got it perfected after making Sarada, Mitsuki, and Konohamaru models; shouldn't be a problem, though, and this will make me a perfect gift for my birthday, if I may say so. Let's see how far I can go on with this project. I'm more satisfied with my effort in doing this rather than having only, "WTH? Naruto and Kakashi only?".

Starting out the public beta release but...

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Team 7 assemble at LSPD HQ View original I should have known. Manual weight painting and/or final export caused this unusual "pointy mesh" glitch on Boruto, Sarada, Mitsuki, and (adult) Konohamaru (or should I say, complete Team 7 of New Generation). Boruto model, for some reason, doesn't have head rotation and facial meshes are bugged as hell, making it look so scary if you look at him. Probably something with modified (defaulted) skeleton set, or like I said in previous post: bug that introduced in ZM3. Maybe a random guess, but I believe those "raw" models are exported in OBJ format in Noesis before being processed for rigging in ZM3. I should say that Sarada, Mitsuki, and (adult) Konohamaru models are final and ready for public beta release (I did the best to have facial rigging), but reasons tell me that Boruto model seem to be bugged, either it's because of wrong mapping, or bug in ZM3. Looks like I have to redo everything for Boru...

Wrong mesh mapping when using new skeleton set

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Looks like this is something new to report as a bug, or maybe an exported set is not compatible against other sets. So to fix the facial glitch issue, I decided to default the skeleton positioning using exported skeleton set (usually as YFT file) but somehow, the skeleton set is glitching the weight painting of vertices, particularly head and hands. This pic is my attempt to default the hands skeleton using the exported one from base Boruto, but after importing, the weight painting is screwed up. Notice that SKEL_R_HAND is supposed to map the hand and end of the jacket's sleeve, but it was supposed to map one level below it, which is SKEL_R_Finger00. Funny thing is, the most end of the hierarchy (SKEL_R_Finger42) lost its mapping. Same goes to head mapping. Some reasons tell me that the mapping has gone wrong when I delete few skeleton hierarchies. For example, the FB_Jaw (human jaw) lost its mapping and (maybe) mapped to somewhere else I don't know where. And what ap...

I'm all set for the release, but the new Boruto skeleton set is glitching out

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Yep, even though I've made everything defaulted (reset head bones position to how it should be), the model seems to have what appears to be "facial glitch", where the model uses the "base skeleton" from the exported project. And it seems like, every ped model has an "embedded" skeleton set from the project that I'm working on. This "embedded" skeleton set is located inside the ped's head model, which this is used as a reference for exported YFT file. Not gonna lie, all ped models tend to have this reference set, which it will be used to better-positioning the target skeleton (YFT file). Facial and other mesh glitches are most likely caused by the "missing target skeleton from the reference", for example, using x skeleton on y ped model. Mix and match these sets can cause facial and mesh glitches on a ped model. You can try it yourself by swapping ig_barry YFT file with ig_beverly YFT or ig_natalia YFT, for example. ...

Head and neck mapping on Konohamaru model

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Either the scarf is making things difficult or I'd be in risk of wrong painting of vertex. This is quite a different story when it comes to handling the adult Konohamaru, however handling Boruto one and the others are not so difficult. Yet, the odds are, painting the neck skeleton properly requires patience. Well, no need to rush; I have time until 8th of June next month. IMO, if I'm doing this right, I'll be just in time to do final tests and skeleton fixes before going for public beta release and my birthday next week. Expect more updates soon.

Maybe I screwed up the mapping or something?

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Yep, still in the freakin' hard work, and I've redo the mapping on almost all key bones from the test ped for learning purposes (thanks to Oleg to help me run two ZM3 instances at the same time, although both runs in different architecture). I have no idea what went wrong from the mapping, but despite applied correctly, moving only one part of hand skeleton will not fully move the meshes that's mapped. Probably different weighting per bone, or wrong mapping that made meshes don't go with the skeleton movement. I had this occurrence when modeling Boruto, Sarada, and Mitsuki last year before eventually continue this (working on Konohamaru) before my holiday time ends. It's even why I will release this as Public Beta with all my works handed to Darwin VS once everything is complete and I consider it final with no changes. Maybe then, I will use this ZM3 to model weapons in the future, but I have no guarantee that I'll be doing weapon packs soon enough after t...

Konohamaru - Half set is done

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Seems that this is quite a hard work, but I'd say it's much simpler than handling Boruto and Mitsuki - almost as similar as Sarada. The proportion is almost similar to 1:1 size of GTA V peds, so bone position readjustment is easy. I've also back to fix skeleton set of Boruto, Sarada, and Mitsuki, defaulting the set I used on hands/fingers and head positioning; wanna give it a try of fixing a new issue of ped model I'm making before going to public beta release. Again, once public beta is out, I'm handing this project over to Darwin VS on Patreon. Seems like he's open for requests and I'm willing to pay some to unlock posts where I can download some Naruto ped mods he released. Personally, I don't like Patreon myself, but since I set up my PayPal for ZM3 subscription, why not? For owning what I like, nothing is impossible, even in the pandemic days like this. Still, time's getting shorter; before going for the real college job, I have to wrap t...

Time to continue where I left from...

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It's time. I have no time to lose. 😁 Apparently I started at where the unwanted bug came from. Probably because of weight painting mismatch or wrong skeleton position. Should be an easy fix.

Unfortunate luck, good news, and bad news

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Noon today, for some reason, when I moved the file from the SD card to the flashdisk, turns out when plugged in to my sister's Macbook, it's gone. WTF? I'm pretty f***ed up if my sister found out that it's deleted by accident. Good thing that Siam Alam has saved my day again. If you ever heard of EaseUS Data Recovery, you should check it out. This guy isn't a joke to demonstrate every program he found, including malware and fan-made viruses (FMV). Other folks like Enderman and FlyTech also do the same, but they have their own focus, like Windows destruction by messing up the registry. For free users, you can recover files with a total size of 500 MB only. More than that, you have to purchase a license, for a price, of course. It's indeed a same practice as Recuva, but far more effective and more fancy since the pricing is not cheap. Tell you what, either my sister's flashdisk is problematic or somehow system thinks that it's already in the FD...

Mod Test with new modding environment

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Okay, the environment is new and the test has already showed its results. It fixed most of the mesh and environment lighting bug contained on Boruto, Sarada, and Mitsuki models, but what intrigued me is the weird facial movement. Again, this is because the customization that was done on the skeleton set. View original Also, I have no idea what went wrong with Mitsuki model. I saw pretty bugged meshes (vertices) that they're pointing out as in the picture above and the next images I'm showcasing to you. Also, the new skeleton set that supposedly can fix "broken hand mesh" glitch broke the Sarada's hand model positioning as well. Seriously, though, every time new skeleton set is made universal, some models tend to get incompatible with that set. View original View original View original The broken facial mesh that caused by the skeleton set is an easy fix by defaulting it to how the original facial skeleton should be. I should have done that ...

Okay... this is legit site for getting ALL expansion packs

Okay, I tested the archive; it's in 7Z format, should be nothing to worry about unless WinRAR is sh*tting with me. I've downloaded 7-Zip and tested it out just in case. In case you wondering, this is the continuation of the last post that I'm concerning its legitimacy for providing free downloads for part-time gamers. The complete edition it's providing has nothing to worry about; this is the legit site I've been downloading from MEGA cloud storage, shown very first from the Google Search list. Now the problem itself lies to the user who doesn't have MEGA account. This is indeed a bit of problematic, because the free quota for downloading for public, non-registered user is VERY limited; if it's exceeded, you'll have to register a new account, or sign in if you have one. Signing in to MEGA is always a good start for downloading some stuffs that's big-sized in MEGA, let's say... a 4 GB file that's important for you. The servers have free...

More BF2 Mods, Reset BF2 installation for 1.5 Patch

ModDB seemed to be a kind of paradise when it comes to mods and addons, and I said, "no sh*t". I haven't yet going back to ZM3 again after the license expired, but... eh... you know that I have other amends to do, especially the teacher instructed me and other students to create a proposal based on the title I mostly preferred. Turns out, as a matter of fact, I haven't yet handed over the plans of it, although 3 are already planned. I haven't yet fixed the modding environment, and I have TONS of new mods ready to be used; it's gonna be a game-breaking for sure, because this, this GTA V game, is the most stable GTA game so far that there are mods/addons that can break the game's limitations. But as you know... maybe I will; it's only a matter of when . Not just Ace Combat 7 and HRT (I haven't yet got a track progress on it, seems that Flame maybe stopped working on it, idk), Battlefield 2 seemed to be having a bunch of "best quality ...

AC7 Modding Guide, no sh*t

Desperately looking for guides anywhere to get just one skin I can model/design on and hear this, someone has already made the day. I have no need to worry visiting in and out to Reddit (because my home country blocked it) with VPN just to confirm whether I can get my hands on a modding toolset and knowhow to do it. Heck, I've been searching this a while ago, but can't find the proper one that doesn't need to get inside Reddit. superostrich. This guy seems to be the one who's making nice AC7 skins from predecessor Ace Combat games and surprisingly also making a tutorial about how to do one, without having me to visit in and out to Reddit just because Indonesia blocked that website for obvious reasons. No sh*t. You know what? I can't believe this guy, who's making good skins from the games I have or haven't touched, is also making a tutorial for others to do. I have ALL the resources I need from ModDB, and all I need to do is a legit and more un...

Spending my time at the apartment for... TWO WEEKS!

So, my dad seemed to not going back for maybe a whole week right now and I had to spent my time here at the apartment. Tell you what, the apartment rooms here in Indonesia is smaller compared to the other countries like US and elsewhere, and that feels really, really , cramped in this place. I have a second home here for close-range travel, purchased by my parents. Despite this, I love it; I don't need extra cash to pay for long-distance travel when using online transport services like Grab or Gojek, but the issue I had to run in is the old PC that suffered BIOS error and noisy front fan. There's a progress update regarding public beta pre-release of my Boruto ped mod project, but I don't bring the images to tell on my laptop. Mitsuki model is ready for test in game, along with the custom skeleton set (*.yft file) I managed to default its bone position rather than matching its finger orientation that can cause the model glitch from the previous post I told you about....

Skeleton (re)designing and somehow I screwed up BF2 installation

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Well, modifying the skeleton to match the finger orientation isn't really the best idea to go on, actually. That's what I thought after watching the Zagor.TV's tutorial video once again. Hitler model was left as it is, with no changes on its skeleton it was using. He just only have to copy mesh weight from source model to destination model. Pretty much simple as it is, though. However, faulty mesh from my public beta ped mod I created was really sourced from the highly edited skeleton, of which the fingers are involved. The finger bones have been heavily modified to match the finger orientation, since for some reason, models exported in OBJ format have some non-welded vertices, which when I reposition a vertex, another vertex that isn't welded won't follow. It could be best if I used the same skeleton set from avenxares213's Dante ped mod, but I won't be touching the finger bones. Had to say, one of the reasons there's a faulty mesh on a model wa...

Nearly done with Mitsuki model

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Progress update. Majority of vertices on Mitsuki's model are painted and quickly tested using IK (Inverse Kinematics). No problems at the end. Anyway, IK is where I can screw up the model positioning at the condition where the bone setup mode is off. After done screwing it up, you can reset its transformation no problem. Just watch some YouTube videos about ZM3 ped rigging for GTA V. The next up is copying mesh weight from the work I've done on to the costume damage texture. Should be piece of cake, and after that, modifying texture name map for export. Well, I should be expecting more of perfecting these models, but what gives. I'm not really good in rigging peds properly, but at least I learned how to do it. Besides, the model itself is pretty custom on its own, and it's the first time ever I worked on this project based on the raw materials thanks to a kind user named ssh who's willing to share the BMS script for decrypting and extracting CPK arc...