Showing off dye capability for further customization.
Close-up of custom slinger. I repurposed the base of the Kushala slinger because it has a layered look to it similar to her shoulder pads. I made the hook along the center myself to match better.
Comparison of having and not having object-space vertex color on the model. The material uses this info to light the hair properly.
Like Camilla (reused image here), I put outline meshes in different stages of LOD to mimic camera-distance based line thickness.
Since collision is invisible, discovering functionality is done through practical knowledge and trial-and-error. Despite the starting sphere of the collision having the same setup as the end bone sphere, the starting sphere doesn't seem to have collision.
I found offsets by changing what seemed to be the Z axis. You can see the jigglebone on the front shoe flap moves forward in reaction to this offset.
Showcase by the wonderful MH streamer and speedrunner, CantaPerMe
My third Monster Hunter: World character port from Fire Emblem: Warriors. I used this model to research physics collision files and learned about how the hair material uses object-space vertex color. Special thanks to those in the modding community:
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+ AsteriskAmpersand for his Blender plugin, material editor, experience, and assistance for all my questions.
+ JodoZT for creating the nochunk tool and .tex-to-.dds converter.
+ Karbon for being the pioneer of mhw physics and collision files.
+ KuroKairaku for ripping the Lucina model.
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DISCLAIMER: I DID NOT CREATE THIS CHARACTER MODEL, THIS POST IS TO SIMPLY SHARE MY EFFORTS AND KNOWLEDGE DURING THE PORTING PROCESS.
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Check the mod out here:
https://www.nexusmods.com/monsterhunterworld/mods/1579