MHW Mod - Lucina

Lucina in the character selection screen.

Lucina in the character selection screen.

Showing off dye capability for further customization.

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.

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.

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.

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.

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.

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