Dead or Alive 6 – Modding Thread and Discussion

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Accurate soft body mesh editing is now possible:

The Blender addon you need for this is here (open the link, then right click -> save page as):

You will also need the latest version of my 3DMigoto Blender addon – there are several important bug fixes (unfortunately meshes you are already working may have bad SAMPLE semantics and need to be re-imported from a fresh frame analysis dump or g1m export):

Enable both in your Blender user preferences and save. I’m not going to cover the usage – if you need a refresher the original costume modding tutorial video is here:

You need to import the soft body nodes from the g1m file extracted from the game files (CharacterEditor.rdb) with @vagonumero13’s tools (see page 26) by going to File -> Import -> DOA6 Soft Body and selecting the appropriate g1m file for the costume you are editing. If you’ve imported the mesh from these files (File -> Import -> 3DMigoto raw buffers) you presumably already know the one you need, otherwise if you are working from a frame analysis dump you might want to switch over to that workflow (at least to work out which file is which costume).

Once you have the nodes imported you will see lots of tiny cubes around the soft body regions of the mesh, as in the above screenshot, corresponding to all the soft body nodes. There are several distinct groups for each region (depending on the costume you might see regions for the left+right breast + butt + thigh) and I suggest hiding any for regions you are not currently working on (ctrl+click the eye icon for the parent in the outliner), but unlike the vertex groups they are common between skin & clothes so no need to worry about that.

It is fairly important that you try to keep any edits within the region of the soft body cubes (their centers) – each vertex needs to be surrounded by 8 cubes to be positioned accurately, so if you extrude part of the mesh too far it will only have 4 nearby nodes and won’t be able to position itself accurately (note in the above screenshot the reported errors for vertices with only 2 or 4 nodes could be up to 0.65, while vertices surrounded by 8 nodes had a maximum error of zero).

Once you have made all your mesh edits, select both the mesh you edited and one of the cubes from the matching soft body region. Press spacebar and start typing ‘Update DOA6 soft body vertex positions’ and run the operator. It will take a little while (15 seconds on my system) as it has a shit tonne of maths to do, but once it’s finished you should be able to export the mesh with accurate vertex positions. Remember to re-run the operator if you make any further edits.

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