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[PC]ARCsys .MUA model file(balzblue,P4AU,Umamusume: Pretty Derby,etc)


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Posted

Hello,i have done some resherch about the flie and written a noesis plugin to export it.

But i have some problems with reading vertex and face,using rapi.

The vertecies are stored by each model,but the faces are stored by the matial.

So,i use rapi reading all vertex then read the face tristrips individually.

When consturct model,it can`t get the right weight(For example:char3d_ta.MUA).

May be the rapi ignore the vertecies that are not active in context.

I upload a simple model file,a model with problem and noesis plugin.

Seeking for some help,thanks.

 

MUA.7z

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Posted (edited)

Hello, usually Durik256 is known to solve such problems.:classic_wink:

I don't have deeper insights to Noesis so I exported the model imported with your script to smd and re-imported it to blender.

Then I used a script from here to get an overview. Maybe it helps.

vgroups_export.png

edit: for reference you'll need a log from the char3D_ta.MUA, of course, like so:

0x1af040
 14.643538 136.755371 10.132233   14.000000 15.000000 -1.000000   0.677071 0.322929 -1.000000
 33.295593 180.019730 -37.910057   15.000000 14.000000 6.000000   0.864654 0.124982 0.010365

...

 24.132101 290.010254 -162.984772   6.000000 15.000000 -1.000000   0.951879 0.048121 -1.000000
 25.731476 305.806091 -196.036621   6.000000 -1.000000 -1.000000   1.000000 -1.000000 -1.000000

Lines are vertex boneID1 boneID2 boneID3 w1 w2 w3

(First -1.0 in the first line indicates that there's 2 bones only "connected" to that vertex as you surely know.)

0.677+0.323 sums up to 1.0, last -1.0 to be ignored.

A way to solve the issue (without understanding it from my side) would be to connect the boneIDs and weights from the log with the vertex groups in blender.

(That's the idea, may be wrong.)

Edited by shak-otay
Posted
8 hours ago, shak-otay said:

Hello, usually Durik256 is known to solve such problems.:classic_wink:

I don't have deeper insights to Noesis so I exported the model imported with your script to smd and re-imported it to blender.

Then I used a script from here to get an overview. Maybe it helps.

vgroups_export.png

edit: for reference you'll need a log from the char3D_ta.MUA, of course, like so:

0x1af040
 14.643538 136.755371 10.132233   14.000000 15.000000 -1.000000   0.677071 0.322929 -1.000000
 33.295593 180.019730 -37.910057   15.000000 14.000000 6.000000   0.864654 0.124982 0.010365

...

 24.132101 290.010254 -162.984772   6.000000 15.000000 -1.000000   0.951879 0.048121 -1.000000
 25.731476 305.806091 -196.036621   6.000000 -1.000000 -1.000000   1.000000 -1.000000 -1.000000

Lines are vertex boneID1 boneID2 boneID3 w1 w2 w3

(First -1.0 in the first line indicates that there's 2 bones only "connected" to that vertex as you surely know.)

0.677+0.323 sums up to 1.0, last -1.0 to be ignored.

A way to solve the issue (without understanding it from my side) would be to connect the boneIDs and weights from the log with the vertex groups in blender.

(That's the idea, may be wrong.)

Thanks for your work.

But i don`t think the boneID -1 is the problem,it works fine with other model.

I used rapi.rpgGetVertexCount() to check how many vertecies in contex,and the print value is bigger than it should be.

39ccbee2-6b3f-4d19-afa8-28802760d8bc.png

e9679c0e-d425-4ade-b031-cf1d43bfce98.png

4a210567-529f-478e-aec5-b9d89e0c2f45.png

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