Unity True Facials [v0.53a Pro] [HenryTaiwan]

3.70 star(s) 51 Votes

Man Gayson

Newbie
May 7, 2018
25
16
learn how to extract a model file from a game, then probably learn how and where a model file like that can be used in a sepparate project of your own, then try to get into how to mod games
that's probably how I would approach it, but I'm no modder even if I study CS
I should have clarified I meant no experience modding games. I have successfully extracted character models from heroes of the storm in the past, but never did anything beyond that. Blizzard makes it incredibly difficult to extract these models and the blender plugin used to modify them hadn't been updated in years last time I checked. I no longer have the files or software, but at the time I got the Halloween skin for Whitemane out. I guess I'll try to scrounge up what I need and extract them again. Although probably after Henry makes the game modable.
 

Man Gayson

Newbie
May 7, 2018
25
16
Okay. So I managed to get the model extracted and in blender. However, I have no idea what to do beyond this point. It's also unlikely I can progress anymore until Henry updates the game. When that happens I'll do my best to figure this out and add her in as a mod.
 
Feb 28, 2019
157
734
Okay. So I managed to get the model extracted and in blender. However, I have no idea what to do beyond this point. It's also unlikely I can progress anymore until Henry updates the game. When that happens I'll do my best to figure this out and add her in as a mod.
You can use the unity extractor and kind of fidget around with the actual models, maybe even edit them and kinda hack Li-Ming into it, if you're tech savvy.
 
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Man Gayson

Newbie
May 7, 2018
25
16
The character models are saved under .tfa and I can't figure out how to open them. I assume it's a custom file format.
 

Valath

Newbie
Jan 18, 2018
30
86
The character models are saved under .tfa and I can't figure out how to open them. I assume it's a custom file format.
I'm not trying to pretend to be some kind of programmer god, but on the assumption that you're a novice programmer, I'd suggest you don't assume. Measure, and try the most obvious things.

For instance, why would it be a custom format? I would be sceptical that anyone would waste time writing a custom datatype that can do everything Unity can but better.

Even money it's a renamed Unity asset format, and if so, you could simply change the file ending and attempt to load it. It may also be a zipped archive; here, again, it's just a matter of renaming and extracting, just like you'd do with an EPub or ISO file.

...just for kicks, I opened the 2b file in Notepad++. It's parts binary, but it's got a nice little file signature, which indeed reads "UnityFS."

First google result leads . Go nuts.
 

Man Gayson

Newbie
May 7, 2018
25
16
I already attempted renaming it with .blend .obj and .fbx. I haven't attempted every type compatible with blender. I also already popped it open in notepad and saw the sig, but stopped there. I'll put more time in it when I have the time.
 

Man Gayson

Newbie
May 7, 2018
25
16
I got the tfa into an fbx. However, it's in ascii and can't be read by blender. So I downloaded an fbx converter from autodesk to convert it to binary. The problem is that the converter is producing a text file saying it's corrupted. I don't really have any programming experience, so this is rather annoying to figure out. At this point I'm just going to concede that it really is unmoddble in its current state. If I could get a hold of the actual character models, then I could merge them with parts extracted from other models to create new ones quickly. It's all impossible for me without access to Henry's models however.
 

Valath

Newbie
Jan 18, 2018
30
86
I got the tfa into an fbx. However, it's in ascii and can't be read by blender. So I downloaded an fbx converter from autodesk to convert it to binary. The problem is that the converter is producing a text file saying it's corrupted. I don't really have any programming experience, so this is rather annoying to figure out. At this point I'm just going to concede that it really is unmoddble in its current state. If I could get a hold of the actual character models, then I could merge them with parts extracted from other models to create new ones quickly. It's all impossible for me without access to Henry's models however.
Huh. I would have expected it to be a nested tree structure capable of holding models, audio, Unity-specific scripting etc. Not sure straight-away conversion is the way to go.

I think you should be able crack this if you put effort into it, but it's anyone's guess how long time it would take. If you're determined to do it, try to see if you can reach a state that unambiguously gives you enough information to move further on.

For instance, if I were to try to crack the JPEG format (ignoring for the moment that it's well documented at this point), I'd first try to open it to see if I could get some kind of file header that might inform me about its contents. Then I'd try to write something that lists the containers within the file. Then I'd try to see if I could read some metadata about width and height. And so on.

Always one step, verifying that you know what you have before you proceed. That lets you move forward with confidence.

Good luck.
 
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pansch

Newbie
Jun 5, 2017
66
87
I got the tfa into an fbx. However, it's in ascii and can't be read by blender. So I downloaded an fbx converter from autodesk to convert it to binary. The problem is that the converter is producing a text file saying it's corrupted. I don't really have any programming experience, so this is rather annoying to figure out. At this point I'm just going to concede that it really is unmoddble in its current state. If I could get a hold of the actual character models, then I could merge them with parts extracted from other models to create new ones quickly. It's all impossible for me without access to Henry's models however.
My man, you seem motivated, but lack some understanding of what you're doing, it seems. As mentioned by Valath, the models are stored in Unity assets - asset bundles to be exact. You can decompress and explore them with UABEA or AssetStudio, for instance.
Here's how the hierarchy of such an asset bundle looks: 1647106614576.png

That said, exchanging meshes isn't as trivial as replacing an fbx or obj file and saving. Without diving too deep into it, you'd probably need to make a dump of what you want, import that in Unity (preferably, if not mandatory) using the same Unity version as the game was made in, do your manipulation and then export the asset bundle. I'm no Unity expert, but I doubt that it's easy to get something functional out of that without the original project settings.
But feel free to play around with it. Can't hurt.
 

Valath

Newbie
Jan 18, 2018
30
86
Seconding what pansch said here. The thing is, when they give you the impression that there is such a thing as a file of arbitrary length, that's not actual reality. In a file, everything exists as a stream of bits. You can't simply alter an arbitrary run of bits into a new configuration and expect it to work.

That said, if you get to a state where you can manipulate one single small thing (such as the texture of eyes, or something) with a tool that lets you safely extract and export without thrashing the file, doing that would be a good step.

With enough of these steps, you will learn what you can get away with, and gain a better understanding of the problem area and how to make larger changes.

(Always hoping HenryTaiwan won't release a new version that entirely obviates your understanding of what his asset used to be like, of course: that's always a risk when the system is in flux like this.)
 

Colt Zero

Newbie
Mar 8, 2019
73
247
Thanks for the help guys. Apparently I was using the wrong software to extract it. I managed to open it now, but I have to be honest in saying I'm clearly in over my head with this. I'll keep trying my best at this, but I'm unlikely to make much progress with my available skills.
I'll be honest, I'm a bit out of touch with TF at the moment. I'm basically unable to code mod for
0.4+ because I haven't been able to do a true blue decompilation of the code like I can with 0.39.
And even with 0.39 my focus hasn't really been there for like a month now.

I did recently discover that Asset Studio can extract fbx files properly now, so I could start looking into
that, but I don't think you guys realize just how complicated a process this really is.

The best potential solution I've come up with for it:
First - Prepare a character 3D model with a TF compatible skeleton and shapekey layout
Second - Load up that model into the Unity version that TF is made in
Third - Start populating that project with C# scripts that have a property structure that matches the C# scripts in the actual game. Note that when I say property structure, I'm referring to the values that are assigned to them that you'd see in asset viewers like UABEA and asset studio, the full code probably isn't needed, you just need to match the property structures
Fourth - Create a GameObject prefab for the character not only with the model, but also with all the C# property structure scripts assigned to the right objects in the prefab, with the right values and assignments made to the properties of each script assigned to each object
?th - Potentially do something similar to the C# scripts but for shaders/materials too
Fifth - Build the GameObject prefab into an asset bundle, which can be done with Unity itself, using an editor script
Sixth - Open up your custom asset bundle with UABEA and manually go through all the script assets, dump them to text files and edit the text files to assign them to the correct assembly references for the actual game dlls. Reimporting the edited text dumps for all of the script assets that you changed
Seven - Potentially edit other assets
Eight - Copy your custom built asset bundle into the mods folder as a .tfa/.tfm and hope to god it actually works

I haven't even attempted this myself, so this isn't really a guide, just my own idea about a potential way to do it.

This is the editor script I mentioned in the Fifth step:
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Last edited:

Colt Zero

Newbie
Mar 8, 2019
73
247
On a different note, I've been messing around in 0.39. I freed up the posing a little and I got this nifty idea with interesting potential, though it's not really something for the game itself. Motion capture style recording.

I actually got motion capture recording working, but with the final game skeleton, which is not directly compatible with the original FBX model skeletons. I'm currently still trying to figure out how to make it compatible. But here's how the mocap skeleton looks right now on it's own.


My thought with this is that it would be cool to use True Facials to do motion capture for lewd animation work, since it has dynamic posing and animations.
 

Colt Zero

Newbie
Mar 8, 2019
73
247
Oh and... I kinda forgot to share the latest 0.39 mod here... I mostly just added some new colored smearing effects for cum and a half-assed attempt at lip-stick smearing as well. Also made it so that the smears can be cleaned with wetness over time, and wetness dries over time. And there's quick cleanup keyboard shortcuts as well. Other than that, I just did some minor changes. J is still the mod "on" key, but the S key is no longer necessary and I reassigned the shortcut for orgasm to K, and L is for applying lip stick to the girls lips. The QWERTY keys are the clean up short cuts.

The freed up leg posing is not in this since I started doing that after P&O 2.3

My real problem is I'm feeling kind of directionless at the moment. There's so many features I want to add/improve to make animations look better now that I've come up with the motion capture idea. But they are all quite challenging. I was attempting to figure out how to make the penis remain flexible during penetration to potentially make sex look smoother and more dynamics, but it winds up actually making penetration buggy or not work at all. Then there's the autonomous kissing feature I want to add a sense of foreplay and I really want to try making dynamic kiss marks possible. But it will require a lot of work, starting with making it possible to actually target spots on the body to kiss.

I feel like I'm accomplishing nothing at the moment, especially since that kissing feature is a goal I set before 2022 and I just haven't been able to set my mind to it again ever since getting sick in January. Think I'm kinda getting tired of modding in general at this point to be honest, even the old gen console modding for Gamecube/PS2/PS1 I was doing.
 
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JhonLui

Active Member
Jan 13, 2020
879
821
On a different note, I've been messing around in 0.39. I freed up the posing a little and I got this nifty idea with interesting potential, though it's not really something for the game itself. Motion capture style recording.

I actually got motion capture recording working, but with the final game skeleton, which is not directly compatible with the original FBX model skeletons. I'm currently still trying to figure out how to make it compatible. But here's how the mocap skeleton looks right now on it's own.


My thought with this is that it would be cool to use True Facials to do motion capture for lewd animation work, since it has dynamic posing and animations.
interesting how the model has foot finger bones... I assume the further development for Hj/Fj is totally possible.

noob question...
did u check if there are differences between the game models and the standard ones? (I think he uses the smutba.se, but not sure).

Man I feel so useless with Blender :cry:
Thanks for your work
 

Man Gayson

Newbie
May 7, 2018
25
16
I got the meshes of dva into blender. The head of the full body mesh spawns inside the chest for some reason however. I'll play around with them and see if I can recompile them. My primary goal is just to replace meshes at this point, then work on doing detailing later.
 

dirani

Member
Jul 6, 2018
360
91
hello to all I wonder if you have advanced the project of "powers added model in the mod folder" in any case I wish you good luck because unfortunately I can not help you since I have no knowledge in all this :)
 

Valath

Newbie
Jan 18, 2018
30
86
Sixth - Open up your custom asset bundle with UABEA and manually go through all the script assets, dump them to text files and edit the text files to assign them to the correct assembly references for the actual game dlls. Reimporting the edited text dumps for all of the script assets that you changed
Step six should, at the very least, be tractable using PowerShell and Notepad++. Use PowerShell to dump the files you need, and use NPP to edit all the files by regex. As long as the assembly reference notation is identical, it should be a ten-minute process.
 
3.70 star(s) 51 Votes