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WWMT Questions / Re: Help: VTA import
August 08, 2016, 02:14:48 PM
Hi, sorry for the bump. I'm having this exact same problem.
I thought it'd be better to append this thread instead of making a new one.
Basically, I want to edit the face models in Vindictus (aka Mabinogi Heroes), for private use.
If I import the VTAs using Wall Worm, I always get the imploded vertex issue as seen in the initial post.
I noticed that I can vaguely make out the facial animations inside the imploded mesh, (eg. mouth opening, eyes blinking, etc).
I tried importing into different versions of Max and importing via QC, or applying VTA to the reference SMD. Same results.
After finding and reading this thread, I thought the issue was the decompiler. I tried different methods, but it didn't make a difference.
I then realized that if I recompile the model as-is, the game reads the recompiled model with facial animation, no problems.
If I try to compile whatever I export from Wall Worm, I get the imploded facial animations in-game.
This leads me to believe that it's not an issue with the decompiler.
I hope this isn't too much to ask, but would you be willing to take another look into fixing this problem?
If not, I understand. It's kind of a niche request, after all.
I tried to attach the decompiled files, but they're too large. I can upload them elsewhere if you want them.
I thought it'd be better to append this thread instead of making a new one.
Basically, I want to edit the face models in Vindictus (aka Mabinogi Heroes), for private use.
If I import the VTAs using Wall Worm, I always get the imploded vertex issue as seen in the initial post.
I noticed that I can vaguely make out the facial animations inside the imploded mesh, (eg. mouth opening, eyes blinking, etc).
I tried importing into different versions of Max and importing via QC, or applying VTA to the reference SMD. Same results.
After finding and reading this thread, I thought the issue was the decompiler. I tried different methods, but it didn't make a difference.
I then realized that if I recompile the model as-is, the game reads the recompiled model with facial animation, no problems.
If I try to compile whatever I export from Wall Worm, I get the imploded facial animations in-game.
This leads me to believe that it's not an issue with the decompiler.
I hope this isn't too much to ask, but would you be willing to take another look into fixing this problem?
If not, I understand. It's kind of a niche request, after all.
I tried to attach the decompiled files, but they're too large. I can upload them elsewhere if you want them.
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