Dragondragon64
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- Joined
- Mar 25, 2019
Is the pactool you are using updated?suzu ( 鈴 Why would the scale of my model suddenly change? I don't understand what the problem is that makes pactool keep saying "position too high".
thanks for the reply.
3DCG software has a basic scale for production.
Inch display and centimeter display.
When freezing or resetting a transform
Let ’s exclude the scale.
Black desert models are made with 3DS MAX etc. and they are inches.
1 inches = 2.54 cm
Here's what I'm doing-Is the pactool you are using updated?
If soBlack Desert Online Modding Tools
somehow when i use metainjector in v491 client, things start flicking once a while. (vanish)www.undertow.club
Check the blender procedure
I can't answer the details because I can't see what you are doing
You should know the basic information of the file.thanks for the reply.
I'm having a new plroblem now.
I cant import the collada file into maya 2014 properly, i tried fbx_ dae but i lose the rigging info, and openCollada plugin breaks the model.
does 2019 have better collada support?
Look at the scale in the blender.Here's what I'm doing-
View attachment 96614
View attachment 96615
I'm doing another test model, but with foot mesh imported from another game mod. Scale is not changed in any way from when I imported it.
Edit: Yes, that is the version of pactool I use.
sorry mis-use of the word, i meant the skin/bind is lost using fbx_dae (yes, i know now that its a totally different file type)You should know the basic information of the file.
In the first place, rig information cannot be imported to collada.
It can only import binding information
sorry mis-use of the word, i meant the skin/bind is lost using fbx_dae (yes, i know now that its a totally different file type)
what im asking is how should i be importing the collada into maya so the the file stays intact.
again i appologize for pestering you with all thses questions, i dont need a huge tutorial, just the simple answer is enough. :)
*faceplam* guess im gonna have to try and get ahold of a newer version...
In the old body, the change in the number of breast meshes is only around the nipple.
Ok so I THINK I properly set the scale to 1 inch. Still gets the "position too high" error. Did you mean that the scale has to be 1 inch to export? Or is that what Blender uses by default, but needs to be changed to work right with pac?Look at the scale in the blender.
If it is that value, it cannot be imported into pac.
The basic blender scale is 1 inch.
It seems to change when the foot and body are merged.
Are you importing the model bound with the bones included?Ok so I THINK I properly set the scale to 1 inch. Still gets the "position too high" error. Did you mean that the scale has to be 1 inch to export? Or is that what Blender uses by default, but needs to be changed to work right with pac?
View attachment 96639View attachment 96640View attachment 96641
I'll see if I missed anything related to the skeleton, as well as the deforming properties.Are you importing the model bound with the bones included?
I was having scaling issues too but importing and exporting the model with the skeleton fixed that.
you also have to delete all non deformer history before you export or it will send out an error in the exporter. (this might be different in blender)
its not the deforming properties its the non deformer history.I'll see if I missed anything related to the skeleton, as well as the deforming properties.
anyone have an answer for this?Anyone know how i can fix this?
i split the nude file into 2 pieces to replace the starter underwear so i could use resorepless to hide specific armor sets.
on the replaced underwear file there's a super shiny patch on the leg.
oh and btw i've found that the units used or the actual tranforms doesn't actualy change how the file gets read.I'll see if I missed anything related to the skeleton, as well as the deforming properties.
Check UVanyone have an answer for this?
I've rechecked the na file and it doesn't show up so its not a texture,
i tried cutting the missing parts from the jp model and merging them into the na model and it still shows up
ive checked uvs, poly paint and normals.
im at a lose.
The basic scale of the blender looks like centimetersHere's what I'm doing-
View attachment 96614
View attachment 96615
I'm doing another test model, but with foot mesh imported from another game mod. Scale is not changed in any way from when I imported it.
Edit: Yes, that is the version of pactool I use.