Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| modding:modelling:tutorial_character_editing:step3 [2021/09/16 12:29] – mirror table screenshot giwayume | modding:modelling:tutorial_character_editing:step3 [2024/08/11 14:44] (current) – [Generate a Mirror Table in Unreal Engine] giwayume | ||
|---|---|---|---|
| Line 7: | Line 7: | ||
| ==== 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.** |
| + | |||
| + | 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 " |
| {{ : | {{ : | ||
| Line 25: | Line 27: | ||
| Open up **Unreal Engine** again, and load the project you just created. | Open up **Unreal Engine** again, and load the project you just created. | ||
| - | You should see a " | + | You should see a " |
| {{ : | {{ : | ||
| + | |||
| + | **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' | ||
| + | |||
| + | * 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. | ||
| + | * Move/rename the materials, physics asset, and skeleton to their original file path and filename. Reference the exported **.uasset** files from the original game. | ||
| + | * 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. | ||
| + | |||
| + | Your Content Browser folder structure in Unreal Engine (in this particular example) should end up like this: | ||
| + | |||
| + | < | ||
| + | Content | ||
| + | Core | ||
| + | Character | ||
| + | P0000 | ||
| + | Material | ||
| + | Body | ||
| + | M_Body06_06 (Material Instance) | ||
| + | Outline | ||
| + | M_Outline_PI001_Inst (Material Instance) | ||
| + | Skin | ||
| + | M_Skin01 (Material Instance) | ||
| + | M_PI01_Rose1_Inst (Material Instance) | ||
| + | M_PI01_Rose2_Inst (Material Instance) | ||
| + | Mesh | ||
| + | PhysicsAsset_P0000 (Physics Asset) | ||
| + | SK_P10000 (Skeletal Mesh) | ||
| + | Skeleton_P0000 (Skeleton) | ||
| + | </ | ||
| + | |||
| + | 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' | ||
| + | |||
| + | Click on Miriam' | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | You will see a confirmation message that says the Mirror table was created. | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | 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' | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | On the right, expand " | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | Close the Property Matrix window. Do "File -> Save All". | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | Package the project to generate the **.uasset** files. | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | 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. | ||
| ---- | ---- | ||
| [[.: | [[.: | ||
