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Old 05-15-2016, 03:51 PM   #1
_Blob_
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Default SFM Model convertion

I tried and failed to convert D.Va (Overwatch) http://tstorage.info/sskgrkgudi2p from the SFM Filetype to pmx/pmd.

I tried:
-crowbar the contents (i got the mesh and skelleton but not the textures with this)
-convert the model to pmx/pmd with blender (several of my versions and bobebs version), here i only manged to convert the chest and hands.

If someone could help me or convert this easily himself pls do so
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Old 05-18-2016, 01:47 PM   #2
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Well I found the sfm model as FBX (I am quite sure its the same model)

FBX:

And I managed to convert the FBX to PMX (sort of).

PMX:

But I dont think the Skelleton is very usable nor does it have facials, but I also found this MMD Model:

So I guess ill combine them.

What is the better approach: Transfering the nude bits of the FBX-Convert or make a headswap from the mmd model and redo the rigging?

Current status: http://tstorage.info/swbgm5hj8w7f
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Old 05-18-2016, 08:49 PM   #3
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Default D.Va SFM 2 PMX

Quote:
Originally Posted by _Blob_ View Post
...What is the better approach...?
Since the head is almost the same, it can be left alone for now. No need to double the work with that.
However, the body is totally different from the full suit version. So rigging that is kind of unavoidable if you want a headswap.
Importing the exposed area into the full suit version would be the easiest route right now, but that still needs some weighting work. Also, the result wouldn't be as satisfying as the SFM body.

By the way, I've converted the SFM version to PMX, textures are included of course.
Unfortunately rigging is still beyond my expertise, so I'll leave it to someone else.
I hope this helps a little bit.
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Old 05-20-2016, 06:11 PM   #4
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Default

Well I tried transfering the new parts to the clothed model and make a slider to switch between clothes_open and normal.

But the bodys are really quite different, which made that a bit difficult

Currently broken:
- weighting.
- the conecting edges where for example the legs were far bigger than in the other body


Its probably easier to just compleatly rig your converted body :/
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Old 05-22-2016, 04:57 PM   #5
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Default Rig

Quote:
Originally Posted by _Blob_ View Post
"...Its probably easier to rig :/..."
Now that I had some time, I took a closer look on the model that I've converted.
It has proper weights...sort of.
The problem is the bones, their names (not in japanese), and that they are not linked together.

- Have to rename the bones.
- Link them.
- Adding missing bones, like IK etc.
- Adding bodies + joints (for breasts).

Since I'm an amateur, I'm not sure which one is less time consuming, renaming the bones, or adding new bones aligning them and then doing some magic in Blender with auto-weight.

PS.: I hate being a noob in something.
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Old 05-23-2016, 05:53 AM   #6
guthix
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renaming is copy pasta work.
open up another model and throw the names around.
its the most easy of em all.
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Old 06-05-2016, 03:44 PM   #7
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Default D.Va 2.0

Alright, so...I've managed to rig the whole body, including the head as well.
(Model resized from 1 to 0.35)

2.0
- Bones renamed and linked + added some bones that weren't present.
- Added Bodies & Joints.
- Breasts, Hair and Butt physics are present.
- Facial + other bone morphs added (don't expect too much, it's more like a decoration, if you want better, you have to make them).
- There are additional bones, that set to non-visible, you can fiddle with them.
- The model should be working with most recent motions, you might have to adjust the model, depends on the bones used in the motion.
- Tested the effects too, just check the thumbnail.
- Increased the polygon count on the hair & headphones.


There might be some problems left, but try to fix them yourselfs.
That's all I guess.
Have fun!

Spoiler: show
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