A new head for V
How to change V's head
Summary
Created by @manavortex Published September 30 2023
This guide is a rough draft. Unlike my other guides, it has not been excessively tested, so you might run into issues. In this case, feel free to hit up #mod-dev-chat
on the redmodding Discord server, or sign up and improve it!
If you want to edit other files for V, you may be able to find their paths in Cheat Sheet: Body or one of the surrounding pages.
Step 0: Prerequisites
You have a Wolvenkit project
You have downloaded the NPV example files from Nexus, as you will need the .blend file from there
You have the Wolvenkit Blender IO Suite installed and ready to go
Step 1: Preparing the files
We will do the same thing here as in the guideNPV: Preparing the head in Blender, just that our files will be in a different path. This section will tell you which files to add and where to put the .blend file; for detailed instructions, see the other guide.
Look up on Cheat Sheet: Head-> Head file paths where to find the files you need.
Add all the files with the corresponding extension to your Wolvenkit project.
Export them all via Wolvenkit Export Tool (see Step 2: Exporting head)
In the NPV example files that you downloaded, find the following file:
Copy it to
h0_000_pwa_c__basehead
in your Wolvenkit project'sraw
folder
These steps will become obsolete after the 2.0 update of the NPV example files, but aren't obsolete yet.
Open the
.blend
file in Blender. You should now see the script00_import_files.py
You're good to go and can proceed to step 2.
Step 2: Getting the head shape right
If you don't want to apply any shapekeys, you can set their values to 1
Follow the NPV guide until the shapekeys are applied.
Go back to the NPV guide and follow the steps until you have run the export script - this will write the
.mesh
files
You now need to export the morphtargets as well. Problem is that the script changed the headshape by removing the shapekeys - and we need these, or Wolvenkit won't let us import (luckily).
To put them back, you need to re-import everything (run the first script again), then do the following steps for each armature in the list:
Find the original, un-changed armature, select the meshes inside
Switch to Edit Mode (Hotkey:
Tab
)Select all vertices (Hotkey:
A
) and delete them (Hotkey:X
)Switch back to Object Mode (Hotkey:
Tab
)Select the empty mesh, then (Ctrl+click) the corresponding mesh without shapekeys
Join into the empty mesh (Hotkey:
Ctrl+J
). You now have a re-shaped mesh with shapekeys.Repeat this for each of your meshes.
If you want more information, you can check the Morphtargets page, but you shouldn't have to
You can now export the morphtargets.
For each armature, select all submeshes inside
Use the Wolvenkit Blender IO Suite's default settings and overwrite the corresponding
.morphtarget.glb
Import the files back into Wolvenkit (see the NPV guide and the morphtargets page as for how)
Step 3: Testing
If everything has worked, you should now have a broken character creator and a not-broken head. Otherwise, the right place to ask for help is #mod-dev-chat
on the redmodding Discord server.
Happy modding!
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