Best way to make custom player model?
This may not be an often question, but I was hoping if anyone knows the best way when it comes to transferring the model to the player armature or getting a custom model in game?
I'm using Character replacer CoreLib, if there's a better player modeler replacer out there than can use models with basic humanoid armatures, let me know.
74 Replies
>modding
You seem to have questions about modding.
You should grab the Aspiring Modder role from Discord's role selection page (<id:customize>) and then read the docs carefully (https://docs.ficsit.app/satisfactory-modding/latest/index.html#_for_developers). If you still have questions after that, please go to #help-writing-mods!
I'm not writing a mod tho, tryna use a mod that allows me to have a custom player model
like can I combine the bones into one armature and then parent the bones from the mesh I want to add onto the original player bones, would it still work?
CC @Aurias
Hiiiiiii
As far as I'm aware no one else has put the effort into this like I have with char replacer
As for this
I'm not.... Entirely sure what you're asking here, but what matters is that the bones that you have when you import to unreal match the names and hierarchy of the bones that the base game uses. Ideally they should be in the same spots as well. Whatever method you want to use to get the weight paints from your existing bones onto the bones that the game expects is up to you.
Extra bones in addition to the ones the base game uses should be fine btw, they just won't get animated by the game
so if I were to name the bones the same and not have any extra (and line them up), I theoretically won't have to mess with weight painting?
so they won't move, even if they're parented to animated bones?
No they'll move with the parent bones, just in lockstep
lockstep?
They will move with the parent bones
Is what that means
so I can possibly avoid weight painting if the armatures are similar enough, and there's a few ways to try
name the bones the same or parent them to the original bones
I think that's my question mostly answered, whether it works or not is uncertain and based off whatever model I'm importing
ig one more thing I'll ask is do you use the mod, or did you just make the mod? And if you use it, what method do you do?
I made it! Saw no one had made anything for it and decided to just do it, make something so people can cleanly use custom models and don't have to write any code for it
(hence the tag in my username lol)
well, I know you made it (thank you btw), but do you use it?
Oh I see! Yeah I have a few custom models me and my friends use
Ported some vrc models; I didn't do the re-rigging though
Friend did that
I'm a coder not a modeller
ye, thought so
I'm tryna get a rexouium in, specifically an ultirex
Nod, sounds reasonable
just taking anyway I can avoid weight painting if possible lol
I don't blame you lol
I know how to do it, at least how it works, and I do not feel like fiddling with it
I have a couple people that might be open to helping with modelling stuff, lemme check again
I'd gladly be willing to learn
I will definitely say, re-rigging models for games is a very common tactic for modding so there's a lot of modding communities you can probably look to for advice on the general strategy of rerigging
fair, I think I'm gonna try parenting and see how it looks in blender, and if it looks decent, it should work in game, in theory
Yeah, I mean I could give you some loose advice but from the sounds of it you seem to know a basic amount about rigging enough that we're probably on the same page lol
give away
I think actually now that I recall
A friend of mine uses the CATS blender plugin to great effect to re-rig stuff without messing with the weight paints
But it may not be available on recent versions of blender
I think it is
that might actually be a good idea
That would be neat
Yeah, take a look!
tomorrow, it's 11:50pm lol
but I'll try CATS first
I mean, how long did he usually take to re-rig?
Uhhhhh well he is quite practiced in jury rigging models like this, but like, an hour maybe if nothing goes wrong?
Could be less
I'll try to remember to give you a poke if I hear back from anyone being available to talk with
Same time zone for me lol
that's not bad, it's probably due to tweaking some errors, and as long as those errors aren't terrible weight painting, then I might be able to come up with smth, but idk
You could always try it the quick way and see how jank it turns out hahaha
sounds good, in the mean time, I'll try out some of the ways we discussed
yeah, the probably jank ways lol
I really don't see why it wouldn't work, and if it does, then I'll be in heaven feeling like a genius lol
Good luck!! Wish I had more resources for the "helping with modelling" side, it's just not my forte aaaaa
Again though, should be pretty similar regardless of what model or what game at least!
ye, gn, we'll catch up tomorrow on how it goes
(I did manage to add a rexouium into lethal company, so I'm not completely new, just a different process)
Yeah sounded like you had been around the block before

Yooooo love it
Frankly it's annoying how you have to create a whole mod here with the whole environment and everything in order to add a model
Wish I could make the process even more simpler on that end than it is, but unreal is unreal lol
yeah, but once I get past this model part, I hope it's smooth sailing to test it
Should be!!! That's where all of my work comes in lol
There might be a couple hiccups getting unreal to recognize the right things but most of it has to do with "did you export the model correctly"
ah, fun lol
but that's the easy part XD
Good times
Yep lmao
Alright, night!
Gn!
š¦
Fobs
huh?
Fox
I'll have to show some spoilers of an upcoming update soon
Locker customization is getting some major feature additions
so I've heard
anyone response yet?
Nop
What models did you guys manage to port?
A Kobodal and a Nardo so far
š¦
I must have fox, gimme
lol
lol
i ā¤ļø the Neon Helmet š
Fop

Now we just need Renamon
give the fobs
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I'd attempt it myself but last I checked, all the stuff you need to make mods only works on windows
The cycle will be complete
That sucks, yeah idk if unreal is on Linux
If it is though, could do it... And blender of course
Blender works great, but I haven't been able to set up Unreal under Linux or VM
Damn
Well, if you want to re-rig, I could set it up on the unreal side, if you're interested
Most of the work is rigging / textures anyways; aside from physics, that's also something but done in unreal iirc
Oh, and adding customization will be a thing too soon (just finishing bug fixes)
I could probably take an existing model that works and replace the geometry
Loool that's an interesting alternative way to do it
I mean whatever ends up with the right armature technically the base pioneer itself is rigged correctly, soooo
I don't have a blender file of the pioneer though
š¦
say what now?
follow the tutorial for the character replacer mod, it's quite simple actually
doesn't it require Windows
or I can just dm you the fbx
that could work
idk, but I'll just send lol
wdym by replace the geometry?
delete the model (leaving the skeleton), import a new one, try to rig it that way
oh, well, that's like the only way to do it lol, I have no idea where to begin for weight painting
it might be easier to take an existing model and try to match bone names, if the game doesn't care about order
as long as they aren't too different
and you can't spell weight painting without pain
true
yeah, as long as they're exact same, pretty sure Aurias says that works, in which case I'm making this way too difficult on myself
Yeah essentially what you want to do is have all of the bones match the pioneer in name. I'mpretty sure you also need to make sure they roughly are in the same positions too, otherwise the animations might look really weird LOL
But as long as the names match it should import fine, and then it would be funny to watch
Lol, I'll def try that