RatB0Y68 Posted January 27, 2022 Share Posted January 27, 2022 Okay, so I've used a tool on nexus to deconstruct a head tri file into a bunch of obj files. One is the base head, the rest are the morphs. I have edited each of these objs in Blender to increase poly count & then I smoothed them out in Outfit Studio. I've hit a snag. The tool I used can't properly reconstruct the tri file from these new hi poly obj files. My question to you all is how do I manually reconstruct the tri from the obj morphs in blender? Here is a link to screenshot of the higher poly base head in Blender.Here is a link to screenshot of one of the higher poly morphs in Blender. Here is a list of the obj files in question: Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted January 27, 2022 Share Posted January 27, 2022 Don't know which game this is for and I'm definitely far from an expert in this, but if it's any way like the previous GameBryo games, then an identical vertex count and order between all OBJ files is paramount. TRI files usually contain vertex offsets from the base location per vertex index. So any change to the vertex count or order by whatever automated or scripted tool in Blender will create a mismatch between the base head and the morphs, making them move different (seemingly random) vertices instead of the right ones. If the count doesn't match anymore either, I don't think the tool will even be able to create a working TRI again at all. As you upscaled the head mesh and made it high-poly, you definitely changed vertex count and order in at least 1 file. The question now is, did you (re-)do the upscale process in every morph OBJ file separately or did you create new morph OBJs from deforming the original upscaled file?The latter should work, if necessary precautions are taken, and the vertex indices remain identical in base mesh and all morph OBJs. While the first has a high chance of having made them mismatch now. But like I said, I'm not at all an expert. Just telling from experience with doing remotely similar things for Elder Scrolls: Oblivion a longer while ago, where there's no other tools but conversion from TRI to OBJs and back again. Link to comment Share on other sites More sharing options...
RatB0Y68 Posted January 27, 2022 Author Share Posted January 27, 2022 I did the subdivision in each morph separately, morphing the head manually is beyond my expertise. However, each morph has the exact same vertex count. 27,237 vertices. They were all subjected to a lvl 2 subdivision in quad/tri mode with the inner vert setting. If I subdivide all the separate objs with exactly the same settings, will the vertex order not also be changed in exactly the same manner for each file? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted January 28, 2022 Share Posted January 28, 2022 That's an interesting question, but sadly one I can't answer, as I don't know the internals of Blender's subdivision scripts. One other thing I just recalled, the vertex order is not maintained on import/export from/to OBJ by default but reordered for better topology probably, unless the checkbox to preserve it by all means was specifically checked. But beyond that this is getting way above my expertise now, too. My own experience only involves manually shifting vertices around 1 by 1 to create another shape from an existing head, without ever touching anything else during the process. Link to comment Share on other sites More sharing options...
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