FlailingFog

Results 144 comments of FlailingFog

Line 82 in selectbones.py https://github.com/FlailingFog/KK-Blender-Porter-Pack/commit/97cb44769c697cadf535b54738a90df19cc92a55

The merge by distance line in finalizepmx is causing this, but if it isn't run you get seams on the neck later on... I'll see if this or the seams...

Not a fix, but I added a toggle to prevent the remove doubles operation from running during the finalize pmx script a while back, which will prevent the weights from...

These will be removed in the next release

>On that note, can you explain what the bone prefixes stand for? Might be better to ask on the koikatsu discord, but this is the info I have on the...

> There is a problem with the export But it's right in the game The export is okay but the in-game joint correction bones are not being accurately replicated in...

> cf_hit: mouse hitbox bones Darn I must have confused this with something else > a list of all the bones involved in those joint corrections There's a list in...

Can you try https://github.com/FlailingFog/KK-Blender-Porter-Pack/pull/138 and Blender 3.2? It seems to work on those. ![image](https://user-images.githubusercontent.com/65811931/174452775-fff6d265-21be-4d7c-93f5-6b218a92a55c.png)

That was from a while ago. Can you try the attached exporter **and** blender plugin? [KK-Blender-Shader-Pack-422d8b9b76070523f5ac2bb8d2d2aeb157d8c3fa.zip](https://github.com/FlailingFog/KK-Blender-Porter-Pack/files/8944796/KK-Blender-Shader-Pack-422d8b9b76070523f5ac2bb8d2d2aeb157d8c3fa.zip)

I edited the blend file so it doesn't roll over like that anymore