Post by コモド：ゼノ Komodo: Xeno on Nov 19, 2016 23:52:17 GMT
Hi. My name is Komodo and I'm reposting this s*** from Xenoverse 1 because it is still very relevant, and very useful . One of the many efforts I've put in to improving Xenoverse series modability are my Blender (python) scripts. So far these allow you to accomplish a variety of previously-difficult or time-consuming tasks such as to remove and replace bone prefixes to make use of Blender's mirror modifier (for creation of rigged meshes), assign all similarly named materials to a single entry to allow infinite model processing (by vastly reducing the amount of linked materials), erase all vertex data from materials of the same name and even affix numeric values to vertex group names for custom skeleton rigs.
Just to clear things up straight away, if you don't understand any of this, then its a safe bet you won't need it. The main purpose of this thread is to help provide a stable script library for advanced blender users. If you would like to contribute in any way feel free to do so. I will try my best to explain the function of each script I include. Detailed usage notes and a more convenient download repository will come in time.
In this tutorial we are working on Miss Buu // Majin Booby. She's hot. b_L_Hand BAD L_Hand GOOD
So to do this all you need to do is open up a text editor in any of your blender panels, for this example let's pick the right sidebar.
Then import the script attached to this thread's original post. This magic text should apparate right before your eyes. It will grant you two wishes. But I already decided for you, sorry. I know, I'm the worst. But at least I don't wish for underwear. Dammit Oolong.
Now as you can see, the script adds 'b_' by default, this is the most common mirror you will need. B prefix is used for most bones in the body (chest, legs, feet). My example is on the hands so i need to use the hand prefix 'h_' and fix the few 'b_' instances manually. If you are working with a face change it to 'f_' and if you are working with miscellaneous bones (majin stretch bones, capes, wing/tail) then use the 'x_' prefix. Future versions of the script may cover all this for you.
To check which ones you need just scroll through the vertex groups. Clicking the run script button removes ANY prefix by deleting the first two characters from the vertexgroup names. Click once to remove the prefix (this will add the wrong prefix to any other types of bones, but don't worry). Then apply your mirror modifier.
It worked! Like I said, don't worry, because now the prefix is on the other bones (e.g. b_x_tail1), the first command will erase it when you press it again, and the vertex groups without a prefix will get the prefix back as intended, everything is awesome and you only had to spend 5/5 mouse clicks. I'm not a great teacher but if you struggled with it just let me know and I'll try my best to help.
In the deepest, darkest depths of the forum, there lives a lurking lizard. I learnt something new in python, and this one is a goodie.
Ladies, children and house-pets gather 'round. This is the de-duplicator! Ever imported over 100 models into blender at once for batch editing? No, just me? ... blame The Mad Titan !
Anyway long story short, super short, I done f**ed up and realised that I couldn't continue what I was doing after hundreds of model edits, hex fixes, material assignments and even re-weighting. Soooo I had to start again, with a different set of models. This time there were 60-100 models all with the same material names, so when I imported them there were all sorts of CC00_XXXX_A.099's floating around forcing me to rename everything back to CC00_XXXX_A's.
No, nope, f**k that. Here's the script that did it all in just a few seconds - "game devs hate her!"
More to come, i'll also package them into a nice little folder and teach you how to save them onto your blender templates. Use with caution: may contain allergens, batteries sold separately:
This beautiful little miracle removes all mesh data from the currently selected material name in every selected object. So, as in the below screenshot, it can be used after the deduplicator script to remove all skin meshes from a project. A combination of these last two scripts make batch editing a LOT simpler! Since I loaded NMC on top of BUS to keep the arms rigged, i was able to remove all Namekian skin in a few seconds.
Mad props to Chebhou on blender stack exchange for this script
"I know there is a point to life but there is no point to you." - ValBot
Post by コモド：ゼノ Komodo: Xeno on Apr 7, 2017 12:45:04 GMT
Here is my start-up file, you can use this to overwrite the default badly-lit box and camera the program generates whenever you load it up. To get started, load this into blender and hit CTRL+U and then enter. This has all of the current scripts included and you can switch through my UI presets for Designing, UV Editing, Animating and Previewing your work by using the drop-down menu at the top of the screen (set to Design by default). This should help for those who aren't very experienced in using blender or can't find some of the tools I use in my tutorials.
Post by コモド：ゼノ Komodo: Xeno on Apr 28, 2017 23:59:14 GMT
Added a new mirror script, this iteration is far more powerful and far more useful, and works on every possible left/right character bone combination, and skirts with physics. Usage is more or less the same, import/paste the script into the text editor, hit run script, apply the mirror modifier and hit run script a second time.
if suffix = .L/R then remove suffix and add L/R back into prefix
if prefix contains L/R then remove L/R from prefix and add matching suffix .L/R So what this does is it first checks if it has been used once, and reverses the changes this would have caused, then it makes the vertex groups mirror-friendly by moving the L and R from somewhere near the begging to the very end of the file, thus creating two bones with the same name but different suffixes. The old version accomplished this by completely removing the b_ prefix, but this caused a lot of issues with hands, faces and peripherals.
As the name suggests, this aids the user to flip xenoverse animations such as skills and stances by converting the bone/armature/animation data to a blender-friendly naming standard.
Usage is largely the same as ultimatemirror.
Step 1: Run script once to convert names to blender naming standards Step 2: Copy keyframes IN POSE MODE using A, CTRL+C Step 3: Delete existing keyframes IN POSE MODE and insert one IN 3D VIEW using I, Whole Character (or set up key overwriting) Step 4: Paste keyframes in reverse IN POSE MODE using CTRL+SHIFT+V Step 5: RUN SCRIPT A SECOND TIME TO FIX NAMES OR ANIMATION WILL BE RUINED