T8: Custom SK Diary (Obsolete) - CDDTreborn/Tekken-8-Resources GitHub Wiki

Current Workflow

  1. Identify if the mesh you will be replacing has a .msl and .prp SK or just a .msl.
  2. Extract the SK(s) and import to Blender
  • If you have not setup Blender for use with Unreal then look a the custom mesh guide for tekken 7 on TekkenMods website. Go to the section that shows how to fix a specific python document.
  • Tip: Name the Armatures to indicate if they are for the msl or prp. Its not necessary but helps.
  1. Rig your custom/customized mesh (cmesh) to the .msl armature.
  • Simplest method is to line it up and weight transfer from the in game msl mesh to the cmesh then parent "Auto Deform".
  • Tip: If you did any scaling of the armatures or mesh when lining them up be sure to apply all transforms before weight painting.
  1. Make sure the custom mesh is properly parented.
  • Tip: Go into pose mode, grab the base bone and move it around. If the mesh doesn't move or doesn't look right then you need to fix it.
  1. If the mesh you are replacing uses only .msl then you are done with this part. If not, then duplicate the cmesh and repeat step 3 but with prp.
  2. Material slots seem to be a big deal in T8 so clean yours up before exporting by removing any unused material slots from the mesh.
  3. Export Blender
  • (Insert Settings Image)
  1. Import to UE
  • (Insert Settings Image1)

Trial and Error Tree:

Base: Using custom ue5, fmodel, blender

A. Export from Fmodel

Ba. Import to 3ds Max, use ActiveX Script, Export Settings:

image

Bb. Import psk to Blender

    1a. Re-Orient Bones

        a. Scale to 100, Scene scale .01, Unit CM

        b. Export with UE Export settings, Uncheck deform only

        c. UE5 Import settings

        d. Reference SKT derived from SK_CH_empty_msl 

        e. RESULT: Non-mirrored bones look good. Mirrored bones look to have major bone roll issues.

    1b. Re-Orient Bones

        a. Scale to 100, Scene scale .01, Unit CM, Cleared Bone Roll

        b. Export with UE Export settings, Uncheck deform only

        c. UE5 Import settings

        d. Reference SKT derived from SK_CH_empty_msl 

        e. RESULT: All bones looked much worse than in previous attempts.

    1c. Import with 3ds Settings A
    2. No Bone Orientation

        a. Scale to 100, Scene scale .01, Unit CM

        b. Export with UE Export settings, Uncheck deform only

        c. UE5 Import settings

        d. Reference SKT derived from SK_CH_empty_msl 

        e. RESULT: Mesh looked backward and much more distorted than previous attempts

B. Import to Blender (psk) with Re-Orient Bones


C. Import to Blender (psk) with No Re-Orient Bones