Modding:Head Troubleshooting: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
Line 48: Line 48:


Once in Edit Mode press A to select all the vertices then on the right side where we created our Vertex Group click the Assign Button
Once in Edit Mode press A to select all the vertices then on the right side where we created our Vertex Group click the Assign Button
* they will show up Orange when selected
** If they are black/greyed out that means they are unselected


[[File:Ears UnSelected.webp|125px]] Press A to select all > [[File:Ears SelectAll.webp|125px]] Assign Vertices to our Group >  
[[File:Ears UnSelected.webp|125px]] Press A to select all > [[File:Ears SelectAll.webp|125px]] Assign Vertices to our Group >  

Revision as of 18:39, 11 January 2024

Head Troubleshooting

This page is for a quick reference to issues you might run into when making your head mods.

Anything from Heterochromia not working, to wrinkles or your head disappearing when you zoom out.

Apply Transformations/Ears

When importing the head meshes we want to work on in blender remember to apply transformations. This will auto set the ears to the correct rotation (they show on the floor by default). If you already have your mesh ready and edited in blender you can still do this before exporting your meshes again.

The default Blender way to do this is having your mesh selected and pressing Ctrl + A and then All Transforms

Blender ApplyTransforms.webp

Or via the Drop Down menu at the top where it says Object > Apply > All Transforms

Ears ApplyTransformsALT.webp

Alternatively use the Plugin by Padme4000 from here called Transforms

P4 Transforms Plugin.webp

Ears missing/on the floor in Game

This is either to do with Apply Transforms not being applied (see above) or weights not being added to your ears. If transforms only please follow the above.

To check if your ears have weights and how to add them

With your ear mesh selected go to the Data Tab (Green triangle that has a tiny square on each point) go to Vertex Groups which should be the one at the very top.

If there is nothing in there press the + to the right

Ears NoVertexGroups.webp

It will create a group called "Group" double click this name and change it to Head_M

Ears HeadM.webp

Now with your ears still selected go into Edit Mode either via pressing Tab while your mouse is in the viewport part of Blender or going to the drop down menu near the top left and switching to Edit Mode there.

Blender EditMode.webp

Once in Edit Mode press A to select all the vertices then on the right side where we created our Vertex Group click the Assign Button

  • they will show up Orange when selected
    • If they are black/greyed out that means they are unselected

Ears UnSelected.webp Press A to select all > Ears SelectAll.webp Assign Vertices to our Group > Ears Assign.webp

If you want to watch a part of a video for applying the weights watch this video by Padme4000 here

  • Timestamped for exact part of Video, if you go back a little it shows how to use Sculpt mode to change the shape.

You can now go out of Edit Mode and Export your Mesh

Head Disappearing

If your head is disappearing when you zoom out, you are in luck this is a quick fix.

In blender go to the Object tab (orange square) and scroll down to the BG3 Settings and change the value in LOD Distance to 0. If it already says 0 change it to another value and then back to 0 before exporting.

Alternatively you can use the Plugin by Padme4000 from here called Create LODs - BG3 Edition

And select your meshes then click the Button called "Change to LOD 0 - BG3"

Change LOD to 0 - P4 Plugin.webp

Heterochromia

Is Heterochromia not working for your custom/edited head? Thankfully this is a quick and easy fix.

So for this you do need to go back into blender.

Select your eye mesh in blender and go to Vertex Paint mode.

Vertex paint.webp

In the Data Tab (Green triangle that has a tiny square on each point) go to Color Attributes if you don't have anything in there click + then select Face Corner and Byte Color

Vertex Paint - Face Corner Byte Color.webp

You want to paint the eye on the Left fully red (#FF0000) and keep the right one black.

Eye Vertex Paint.webp

Now after exporting your mesh again Heterochromia should be working

Wrinkles

So are you noticing that your characters wrinkles/expressions are more extreme than normal?

You want to edit these sections in your Heads Merged MaterialBank: _WrinkleWeightsR, _WrinkleWeightsG, _WrinkleWeightsB and _WrinkleWeightsA

						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsR" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>
						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsG" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>
						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsB" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>
						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsA" />
							<attribute id="Value" type="fvec4" value="0 0 0 0" />
						</node>

For these turn <attribute id="Enabled" type="bool" value="False" /> to <attribute id="Enabled" type="bool" value="True" /> on each of these sections. It will set them all to 0 which I suggest testing first in game as you can still get wrinkles with these values. If you get 0 wrinkles and want some gradually increase the "Value" by 0.1. Best not to touch the "BaseValue" as far as I have tested.

For example:

						<node id="VectorParameters">
							<attribute id="BaseValue" type="fvec4" value="0 0 0 0" />
							<attribute id="Enabled" type="bool" value="False" />
							<attribute id="ExportAsPreset" type="bool" value="False" />
							<attribute id="GroupName" type="FixedString" value="" />
							<attribute id="IsColor" type="bool" value="False" />
							<attribute id="ParameterName" type="FixedString" value="_WrinkleWeightsA" />
							<attribute id="Value" type="fvec4" value="0.1 0.1 0.1 0.1" />
						</node>