PlimboMale
New Member
- Mar 24, 2019
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Using the Illusion Morpher:
Creating an xdiff file:
To create an xdiff file you need two .mqo mesh-files, one for the original mesh, and one for the modified mesh.
Illusion Morpher -> Navigate to "xdiff based morphing" tab -> press "create xdiff file" -> select unmodified .mqo -> select modified .mqo -> save the xdiff file
Using an xdiff file:
Illusion Morpher -> Navigate to "xdiff based morphing" tab -> "load xdiff file(s)" -> "add xdiff file" -> select the xdiff file -> "close file manager" -> top of the window -> "base directory..." -> write the path to the character folder (...Illusion\AG3\data\save\m_cha) -> "add" -> "morph several pp files" -> tick the "morph" box for the characters you want to mod -> "Start Morphing"
To morph clothes you do the same process, but use the "m_cos" folder.
You might have noticed you can use the "morph several" window to quickly un-morph characters. Very useful.
Unfortunately adding more vertices to a model is difficult, so if you expand parts of a character, they tend to end up somewhat blocky-looking. Watch out for those pointy bits.
Creating an xdiff file:
To create an xdiff file you need two .mqo mesh-files, one for the original mesh, and one for the modified mesh.
Illusion Morpher -> Navigate to "xdiff based morphing" tab -> press "create xdiff file" -> select unmodified .mqo -> select modified .mqo -> save the xdiff file
Using an xdiff file:
Illusion Morpher -> Navigate to "xdiff based morphing" tab -> "load xdiff file(s)" -> "add xdiff file" -> select the xdiff file -> "close file manager" -> top of the window -> "base directory..." -> write the path to the character folder (...Illusion\AG3\data\save\m_cha) -> "add" -> "morph several pp files" -> tick the "morph" box for the characters you want to mod -> "Start Morphing"
To morph clothes you do the same process, but use the "m_cos" folder.
You might have noticed you can use the "morph several" window to quickly un-morph characters. Very useful.
Unfortunately adding more vertices to a model is difficult, so if you expand parts of a character, they tend to end up somewhat blocky-looking. Watch out for those pointy bits.