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70.0 3.0 21.0 75.31 MB

VFX, animation, sound, and physics editing plugin for FFXIV

License: MIT License

C# 99.07% HLSL 0.68% Python 0.25%
ffxiv ffxiv-modding

dalamud-vfxeditor's Introduction

VFXEditor Download count

Wiki | Guides | Icon by PAPACHIN

VFX, animation, sound, and physics editing plugin for Dalamud

Just want to hide certain VFXs? Use EasyEyes instead

Supported File Types

Extension Description
.avfx VFXs, such as particles and glow effects. Has no impact on a character's motion
.pap The animations performed by a character (such as swinging a weapon, smiling, etc.)
.tmb Timelines for when to trigger VFXs, animations, and sound effects. Edit this if you want to replace a skill in its entirety
.scd Sound files (background music, sound effects)
.eid Bind points used to attach VFXs to character models
.uld Determines the layout of UI elements
.atex Texture files for .avfx
.tex Texture files for UI elements and game models
.atch Attachment points for weapons and other accessories (like the Machinist bag and Astrologian deck)
.sklb Skeleton and bone definitions
.skp Skeleton paramters, such as IK
.shpk Bundled packages of vertex and pixel shaders
.shcd Individual shaders
.mtrl Materials for models
.mdl Meshes

Installation

  1. This plugin requires XIV Quick Launcher to run
  2. Install the plugin from the /xlplugins menu
  3. Once installed, open with /vfxedit

Beta Builds

Add the following custom repository in /xlsettings > Experimental:

https://raw.githubusercontent.com/0ceal0t/Dalamud-VFXEditor/main/repo.json

The beta and main builds cannot both be enabled at the same time, so make sure to disable one before enabling the other. Open the beta version using /vfxbeta

Usage

  1. Select a "Loaded Vfx" (the new effect you want to use)
  2. Select a "Vfx Being Replaced" (the effect which is being overriden. This can be the same as the source)
  3. Make any modifications you want, then press UPDATE

Support

Having problems? Check troubleshooting tips or a basic guide. If you have other questions, please open an Issue

Contributing

If a VFX is behaving unexpectedly, or you are getting log messages indicating that it is not being parsed properly, please open an Issue.

TODO

  • New .pap animation from gLTF (currently can only replace)
  • Hex editor for replacing arbitrary files
  • More investigation into .pap Type and animation names
  • C192
  • .uld update component type
  • More research into sound position (C063)
  • Weird crackling when playing back 4-ch and 6-ch files. Maybe related to clipping/conversion?
  • Make it so node names don't change when others are deleted (Particle 1, etc.)
  • More accurate spline curve calculations
  • Sound icon on timeline
  • Investigate VFX flags, better structs
  • Weapons / footsteps / etc. in live view
  • Add pre and post behavior to curve editor
  • Update "try on" preview
.kdlb
.bklb
.kdb (kinedriver)

Client.System.Resource.Handle.AnimationExtensionLoadResourceHandle
Client.System.Resource.Handle.BonamikLoadResourceHandle
Client.System.Resource.Handle.BonamikResourceHandle
Client.System.Resource.Handle.ExtraSkeletonLoadResourceHandle
Client.System.Resource.Handle.EyeAnimationResourceHandle
Client.System.Resource.Handle.FacialParameterEditResourceHandle
Client.System.Resource.Handle.KineDriverLoadResourceHandle
Client.System.Resource.Handle.KineDriverResourceHandle

chara/human/c%04d/skeleton/base/b0001/bnm_c%04db0001.bnmb
chara/human/c%04d/skeleton/face/f%04d/bnm_c%04df%04d.bnmb
chara/human/c%04d/skeleton/hair/h%04d/bnm_c%04dh%04d.bnmb
chara/human/c%04d/skeleton/met/m%04d/bnm_c%04dm%04d.bnmb
chara/human/c%04d/skeleton/top/t%04d/bnm_c%04dt%04d.bnmb
chara/demihuman/d%04d/skeleton/base/b0001/bnm_d%04db0001.bnmb
chara/weapon/w%04d/skeleton/parts/p%04d/bnm_w%04dp%04d.bnmb
chara/weapon/w%04d/skeleton/base/b0001/bnm_w%04db0001.bnmb
chara/monster/m%04d/skeleton/base/b0001/bnm_m%04db0001.bnmb

https://github.com/BlasterGrim/TresGame/tree/6a0fd71b783a1fcba90c9df619447dc620817910/Plugins/BonamikRt/Source/BonamikRt/Public

common/graphics/common_shader_param.spm
common/graphics/chara_shader_param.spm
common/graphics/bg_shader_param.spm
https://imgur.com/wcMGZxY
HairSpecularShift breaks into HairSpecularPrimaryShift, HairSpecularBackScatterShift, and HairSpecularSecondaryShift; HairRoughnessOffsetRate breaks into HairBackScatterRoughnessOffsetRate, and HairSecondaryRoughnessOffsetRate


https://github.com/Irastris/ValkyrieUproject/tree/main/VALKYRIE_ELYSIUM/Source/KineDriverRt/Public
https://github.com/RussellJerome/TresGame/blob/main/Plugins/KineDriverRt/Source/KineDriverRt/Public/KineDriver_StructsAndEnums.h

chara/xls/bonamik/bonamik-monster.bklb
chara/xls/bonamik/bonamik-weapon.bklb
chara/xls/bonamik/bonamik-human-base.bklb
chara/xls/bonamik/bonamik-human-equipment.bklb
chara/xls/bonamik/bonamik-human-face.bklb
chara/xls/bonamik/bonamik-human-hair.bklb
chara/xls/bonamik/bonamik-demihuman.bklb
chara/xls/bonamik/bonamik-human-equipment.bklb
chara/xls/bonamik/bonamik-monster.bklb
chara/xls/bonamik/bonamik-weapon.bklb
chara/xls/bonamik/bonamik-demihuman.bklb
chara/xls/bonamik/bonamik-human-base.bklb
chara/xls/bonamik/bonamik-human-face.bklb
chara/xls/bonamik/bonamik-human-hair.bklb

chara/xls/kinedriver/kinedriver-human-equipment.kdlb
chara/xls/kinedriver/kinedriver-human-base.kdlb
chara/xls/kinedriver/kinedriver-human-face.kdlb
chara/xls/kinedriver/kinedriver-human-hair.kdlb
chara/xls/kinedriver/kinedriver-demihuman.kdlb
chara/xls/kinedriver/kinedriver-monster.kdlb
chara/xls/kinedriver/kinedriver-weapon.kdlb
chara/xls/kinedriver/kinedriver-demihuman.kdlb
chara/xls/kinedriver/kinedriver-human-base.kdlb
chara/xls/kinedriver/kinedriver-human-equipment.kdlb
chara/xls/kinedriver/kinedriver-human-face.kdlb
chara/xls/kinedriver/kinedriver-human-hair.kdlb
chara/xls/kinedriver/kinedriver-monster.kdlb
chara/xls/kinedriver/kinedriver-weapon.kdlb

table TypeIdInfo {
  id:ubyte;
  unk_uint_1:uint;
  has_kdb:bool;
}
table TypeIdArray {
  has_kdbs:bool;
  type_id_info:[TypeIdInfo];
}
table SkeletonIdArray {
  skeleton_id:uint;
  unk_default_1:uint;
  type_id_array:[TypeIdArray];
}


chara/xls/extraskl/extra_weapon.eslb
chara/human/c1701/skeleton/face/f0002/kdi_c1701f0002.kdb

--------------------------------

chara/xls/animation/papLoadTable.plt
chara/xls/boneDeformer/human.pbd
chara/xls/equipmentParameter/equipmentVfxParameter.evp
chara/xls/animation/animation_work_table-demihuman.awt
chara/xls/animation/AnimationExchangeTable.aet
chara/xls/animation/animation_work_table-human.awt
chara/xls/animation/MotionLineTable.mlt
chara/xls/animation/animation_work_table-monster.awt
chara/xls/animation/animation_work_table-weapon.awt

chara/xls/animation_extension/animext.anxb
chara/xls/charadb/extra_met.est
chara/xls/charadb/hairskeletontemplate.est

dalamud-vfxeditor's People

Contributors

0ceal0t avatar actions-user avatar caraxi avatar kurochi51 avatar mkaminsky11 avatar sleepybnuuy avatar

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dalamud-vfxeditor's Issues

Color Guide

Hello,

Are there any guides for color adjustment? I'm kind of lost on how to do it.

Emitter vertices not working right?

Okay, so maybe I'm missing something, I'm no expert of course, but I wanted to do something seemingly simple: change the number of stones spawned in the animation for Stone 1[ by default Stone 1 spawns 3 stones around the player and flings them at the enemy].

Seems like a simple idea, after looking through the Stone 1 effect, I can see Emitter3 spawns Emitter0 which spawns Particle0, Particle0 is the stone model particle. Emitter0 is set to spawn 3 particle0's at the emitter vertices of Model1[Model1 is an empty model with 3 defined emitter vertices] so far seems logical so if I wanted to add more stones to the effect(say 8 spawning around the player)

So, I should tell Emmiter0 to spawn 8 Particle0's and add and arrange 5 more emitter vertices to Model1. Yet it doesn't work. Specifically No matter what I do it still spawns Particle0 on the 3 Emitter vertices that were originally there. it is spawning 8 particles but stone 4-8 are spawning on the same 3 emitter vertices(stone 4 on vertex 0, 5 on vertex 1 and so on.) additionally if I remove the emitter vertices such that there's only 1 or 2(and have the emitter set to spawn 3 or more) it still spawns them at the same three emitter vertices that were originally there.

Am I missing a step to "codify" the emitter vertices? Does VfxEditor not work correctly with Emitter vertices? or am I missing something else entirely that's going to make me facepalm and call myself an idiot?

About the warning in the guide

When you say don't modify dashes or jumps, does this apply to stuff like sprint or even just the normal running animation, I don't know if it's even possible to change them but I wanted to know before trying if they counted for your warning
I only found the run.tmb so far anyway

Question about persistent VFX

Hi, I was wondering if this VFX tool has the capability to add persistent "actor" weapon VFX independently of a buff or gauge window. Specifically I'm looking to have the Gauss Barrel from the old Gauss Barrel skill stay on during the duration of a Hypercharge window which should be about 8 seconds.

I wanted to know if this was possible to do it within the tool without additional imports from outside sources and if so how would I go about doing that.

VFX does not update when I press the update button.

TMB will apply the update once the job is changed by pressing the update button.
But VFX does not apply.
If you export it as a mod and restart + import it, it will be applied, but it is very time consuming to check.
Is there any way to fix this?

more of a question than an issue

Ive tried asking around in the xivlauncher discord for an answer for this but no one seems to know. I hope i can articulate the issue well.

I was learning to use this plugin the other day and i thought i was doing it mostly correct following the guides and video tutorials but i was trying to overwrite the Warrior actions Heavy Swing, Maim, Storms eye and Storms path with the reaper actions Slice, Waxing slice, Gibbet and Gallows respectively. I was able to get them to work sometimes, but one would always break and not work when i added the next one. I was pretty careful to follow the guide but in the event i wanted to start completely over and revert back to vanilla is there a quick and easy way to do that?

the only method i could find was disabling the plugin and restarting my game. what im looking for is an easy way to revert back to vanilla so i can fiddle with the animations and changes without having broken animations.

Question about sound replacement.

I recently discovered how to use ffxivexplorer to look for different sounds and use their filepaths to apply them to different emitters, which is really neat and useful. :)

That being said, I do have an issue, though I understand:
a.) ffxivexplorer hasn't been updated by its original creator in an eternity, and
b.) it's not your project and not your problem if it doesn't work perfectly.

Just in case you or someone else might have some insight on this anyway, I was wondering about the items in the database that haven't been updated with their proper names, (ex. something like ~12b3eb57, instead of something like se_vfx_monster_etc_shieldbash_c). Files with names resembling the former do not play when their file path is put through vfxedit. I have managed to find the names of some of the missing ones with the TMB editor (SGE and RPR ability sounds and such), but can't seem to find a way to get the other ones to work (even though I can still listen to them in ffxivexplorer).

Once again I understand this question is only tangentially related to VFXedit, but I was curious if someone else might have run into this problem, or had found some workaround.

Found the meaning on some values on VFX field from TMB's

I was looking forward on making my own effects for my attacks, so i stumbled upon the "Unknown Pairs" on the VFX's while adding new effects to my TMB.

I am talking about these ones in particular.

Lk483CF

I am going to assume these apply to any VFX no matter what, but i only tested with a couple of them, but i discovered the following ones:

These 3 usually default to 1:
Unknown Pairs (0,0) = Scale (X)
Unknown Pairs (0,1) = Scale (Y)
Unknown Pairs (0,2) = Scale (Z)

These 3 usually default to 0:
Unknown Pairs (1,0) = Rotation offset (X)
Unknown Pairs (1,0) = Rotation offset (Y)
Unknown Pairs (1,0) = Rotation offset (Z)

These 3 usually default to 0:
Unknown Pairs (2,0) = Position offset (X)
Unknown Pairs (2,1) = Position offset (Y)
Unknown Pairs (2,2) = Position offset (Z)

These 4 usually default to 1:
Unknown Pairs (3,0) = Red color multiplier
Unknown Pairs (3,1) = Green color multiplier
Unknown Pairs (3,2) = Blue color multiplier
Unknown Pairs (3,3) = Opacity (0 to 1)

The rotation i am not certain if it's degrees, or it's degrees divided by a certain value. I assume it cannot be a quaternion since there's only 3 f ields.

I thought it would be useful to call these by what they mean to help people to work with TMB's, if anyone wants to experiment with them, they can at least see what these values are

I don't know if this is something that the developers already know, but since they had unknown names, i thought this could help a little bit, and suggest if possible to name them this way to help other people.

Thanks for reading!

some issues about vfxeditor:)

I already used the vfxeditor for a while. And I noticed some inconvenience for the programer who use this.They can be listed as follows.
1.Emitters and particles(including timelines) can not be renamed.I often get confused by the original name which name can 't presents itself after working for a long time. I wonder is this function easy to achieve?
2.Is it possible that these things can be copied and pasted ?even better with shortcut keys?
3.Sound emitter can only be chopped off from the tail, but it can not be separated and keep the latter part. Maybe there is a way to do that but I don't know it yet. If there isn't, can you make that happen? Or if there is, can you show me how to do that?
4.There are some skill effects can not be found in list but can be found by easyeye, most of them are continuous effects,including Salted Earth,Flamethrower,Doton.etc.Is it possible that these things can be added to the list?
Thank you for your working of vfxeditor and your contributions!!!

About effects that display through other objects.

Having a bit of an issue with certain effects displaying through my character at certain depths:

far

mid

close

Are there any parameters that control this effect? I had sort of assumed it might be something in the particle settings since individual particles within the same emitter seem to show at different depths, but couldn't find anything that seemed to control it.

Question about feasability of an effect

Is there some way to put an animation on a player constantly the way spawn on self works, the best i can think of is to put it on all the body armors a player wears. but thats not quite the same, im wondering if im missing some type of VFX that could be of assistance

Question - Ending a seemingly infinite VFX

I am trying to use the vfx vfx/common/eff/ystr_castx0h.avfx instead of Pulse of Life #2, but it has the problem that this vfx seems infinite, like is on an eternal loop, I mean, it never ends, just stays there... Menacingly...

Is there any way to end it whenever you want? I swear I tryed everything I thought about but did not obtain any result.

question/possible bug

i was trying to put the vfx from canopus lux onto sindri lux, but found that the positioning was a bit too low compared to where i wanted it. neither revised position or rotation work or do anything, while revised scale and color still reflect changes. it is a bug or is that not what those two settings are for?

AoE Targetting Issues

Heyo 0cel0t, is yo boi Naes.

Jokes aside, I'm having some issues trying to setup AoE target VFX for Monk Skills: Rockbreaker and Arm of the Destroyer. On VFXEditor both have a TMB path of: chara/action/normal_hit/normal_hit.tmb but I noticed there are no VFX files associated with these skills.

I uninstalled all my previous VFX/Skill Swap mods to see if it would bring it back, but alas it did not.

With that being said I have a few questions:

1.) Can you double check your game to see if those files even exist? If they do, then I can probably just reinstall to get them back.
2.) If they're not there for you, they probably don't actually have VFX. With that being said, is there a way to adjust VFX bindings so that I consistently see the VFX hit effects on AoE targets. Currently, it goes off occasionally on 2 or more targets, often one target, and frequently none at all.
3.) Are there any plans in the pipeline for VFXEdit so that we can manually add our own VFX files to Skill / Targets?

Thanks a lot so far with your help 0cel0t, I've been making great strides in my modding thanks to this tool.

Saving/Loading crashes game.

Hello,

I've been having issues today with saving/loading workspaces. I don't know if this issue is to do with me or an update, but everything was working fine when I was editing stuff a few days ago.

Like the title says, any time I try to load a workspace the game immediately crashes, and the same happens when I try to save a workspace. This happens both when I try to save over an existing workspace, and when I try to save an entirely new one. As far as I can remember I have not updated the plungin since I was working a few days ago, so I'm not sure why it would work then and not now.

If anyone else is having this issue or has any suggestions on what might be wrong, I would appreciate you letting me know. :)

Thanks

Question/ adding a very specific VFX to a skill

Greetings, first I'd like to thank for this plugin, it has been very useful and has helped me customize some classes to my taste. even tho I'm very new to this kind of VFX editing, and dealing with materials and etc.

That being said I've runned into a problem when I was customizing a spell. I apologize if this question has been answered elsewhere, but Im trying my best to read the guides and other questions and I'm finding very difficult to find something that can help me.

My goal is to transform topaz rite into thunder III. while retaining the magic circle that appears when you cast topaz rite ( Image of the circle in question: https://imgur.com/a/db4WQFz )

When I select the topaz rite VFX this is what appears: https://imgur.com/a/NElf3dK

The first one, is the cast VFX, simple enough

The second one vfx #0, The problem in question, is the magic circle + a small ball that goes from the caster to the target. but we will be back to it once I talk about thunder III

The third one is the hit. also very simple.

When I inspect thunder 3, this is what appears: https://imgur.com/a/qV8hQMy

The first one, is also the cast VFX, no problem there

The second one vfx #0, is part of the problem, this is vital for the thunder animation, for it makes the thunder sphere appears and go from the caster to the target.

the last VFX, is the hit.

My problem is, considering that if I substitute topaz rite vfx #0 with thunder III vfx #0 I lose the magic circle, and if I don't substitute it, I don't get the animation of the thunder going from the caster to the target. What can I do and How can I do? My first thought was to add another "vfx #" since I've seen skills with more than just 2 (aside from the cast vfx) however I have no idea how do I do that. Could someone please help me?

Thank you for your attention

VFX Enemy to Player replacement; Audio not working?

So when you preview enemy skills and even replace them, they don't seem to play the spell effect (IE fragor maximus), I tried this and it didn't replace holy's audio, holys audio still played. What do I do in this circumstance?

VFX preview functions

Currently, there's no way to preview a VFX to make sure it's actually the one you're looking for, except to select it as the target to be replaced. I'd like to be able to preview VFX both as the one to replace the target with, and better yet in the VFX selection dialog box.

about actorVfxCreateAddress

hello,i am a chinese plyer.i used it to do mod.i love the plugin,also i am a plugin creator,but i do not konw how to find the actorVfxCreateAddress.can you tell me how you can find them

Changing TMB Paths

Hi 0ceal0t!

Super excited about the new update, it addresses a lot of my current issues. However, I was wondering if VFXEditor can simply change the Hit Tmb Path of a specific skill without actually replacing the TMB file? Is there a way to do this? I've explored the TMB tool and was unable to find the way to do this.

Would make it a lot easier to deal with annoying VFX's using only the generic hit effect.

Monster Size overrides Scale Setting for Particles

Some skills have it so that large size of monsters will cause the VFX to become as massive as the monster. Is there a way to turn off this automatic scaling or if there are specific things in VFX Editor that allows us to override this?

changing a vfx edit to a targetable ability?

Hi! So I'm currently working on changing my ability into a non-player action in the game. For context, I want to change my Aflatus Misery ability on white mage to the Flood ability. My issue is that, while the animation works, it remains under me and I don't know how to make it into a targetable ability (so that it would be under my target) - or if that's even possible. Any help or a steer in the right direction would be greatly appreciated. ;_;

unable to replace skill vfx with modded vfx; replacement defaults to vanilla vfx

When attempting to use a modded skill vfx to replace a vanilla skill, i get a vfx that uses the vanilla skill vfx despite the modded version spawning from the select window.

I was able to successfully do this earlier in the day and export it as a mod file, but subsequent attempts have met with failure. The modded vfx will show when I use "spawn" from the file select window but when attempting to replace the vanilla skill with the modded skill, it fails and shows the vanilla vfx from the "source" vfx. I was able to successfully use a modded Fester animation to replace my Glare III and now have it active in game but when attempting to replicate that after running into issues, I am unable to repeat what I did earlier.

Have I missed a setting that is blocking the modded vfx from replacing the target skill or has something else gone wrong? I have deleted the plugin and reinstalled/reset but have met with no luck.

TT mods crash

Steps taken:

I navigated to each ast card associated with the Draw ability, as follows:
vfx/common/eff/ast_card0h.avfx
vfx/common/eff/ast_card1h.avfx
vfx/common/eff/ast_card2h.avfx
vfx/common/eff/ast_card3h.avfx
vfx/common/eff/ast_card4h.avfx
vfx/common/eff/ast_card5h.avfx
vfx/common/eff/ast_card6h.avfx
vfx/common/eff/ast_card7h.avfx

I selected and replaced each texture in each avfx associated with the card texture displayed in the vfx, as follows:
ascd_s01ah.atex
ascd_s02ah.atex
ascd_s03ah.atex
ascd_s04ah.atex
ascd_s05ah.atex
ascd_s06ah.atex
ascd_s07ah.atex
ascd_s08ah.atex

These were replaced with .dds files formatted as dtx1

I used the preview feature to verify each texture was replaced. Upon casting Draw, the vfx displayed shows the replaced texture as expected.

I selected the Save icon and selected export as a TT mod.
I then closed the game, opened TexTools, and imported the newly created mod.
Launched XIV, and cast Draw.
Sometimes, the Draw vfx displays, but the card texture is blank (white)
Other times, the game crashes with the following error:

An unexpected error has occurred. Exiting FINAL FANTASY XIV.
2021-5-28_10:54

ffxiv_dx11.exe+ 13180A8
ffxiv_dx11.exe+ 131A69E
ffxiv_dx11.exe+ 131D165
ffxiv_dx11.exe+ 46871C
ffxiv_dx11.exe+ 197692
ffxiv_dx11.exe+ 13E6769
KERNEL32.DLL+ 17034
ntdll.dll + 52651

Texture import does not support PNG

When selecting a texture to import/replace, it shows PNG as a valid file type. However, upon selecting a PNG, file explorer closes and the texture is not replaced. Works with DDS, however.

Not sure if PNG is just not actually a supported file type, or if VFXEditor is failing to import a PNG.

Attempted this with ascd_s01ah.atex (as well as 02-08)

Error when trying to load .tbm's after restarting game.

Anyone get this error before? Any solutions? Happens when I try to load in my own saved ones to tweak them etc.


19:53:13.572 | INF [VFXEditor] Loading XivTmb

19:53:18.546 | ERR ["VFXEditor"] UiBuilder OnBuildUi caught exception
System.OverflowException: Arithmetic operation resulted in an overflow.
at Lumina.Data.SqPackStream.ReadFile[T](Int64 offset)
at Lumina.Data.SqPack.ReadFile[T](Int64 offset)
at Lumina.Data.Category.GetFile[T](ParsedFilePath path)
at Lumina.Data.Repository.GetFile[T](Byte cat, ParsedFilePath path)
at Dalamud.Data.DataManager.GetFile[T](String path) in C:\goatsoft\companysecrets\dalamud\Data\DataManager.cs:line 121
at VFXEditor.Tmb.TmbDocument.LoadGame(String gamePath)
at VFXEditor.FileManager.FileManagerDocument2.SetSource(SelectResult result) at VFXEditor.Tmb.TmbManager.<>c.<Setup>b__8_0(SelectResult result) at VFXSelect.VFX.TmbActionSelect.DrawSelected(XivTmb loadedItem) at VFXSelect.SelectTab2.Draw()
at VFXSelect.SelectDialog.DrawGame()
at VFXSelect.SelectDialog.Draw()
at VFXEditor.Tmb.TmbManager.DrawBody()
at VFXEditor.Dialogs.GenericDialog.Draw()
at VFXEditor.Plugin.Draw()
at Dalamud.Interface.UiBuilder.OnDraw() in C:\goatsoft\companysecrets\dalamud\Interface\UiBuilder.cs:line 287
{ } [ Send ]

Changing Model Doesn't Work

I've tried changing the model on a couple emotes now, but none of them seem to work.

I might be doing something wrong, so I'm adding a clip of my attempt to this post where I try to change the big rectangle from the Eureka emote into a crumpled up version.

https://streamable.com/mpetf0

If I am doing something wrong, please let me know.

Animation start time (Question)

Has anyone figured out if there is a way to set when a set animation should start from? i.e. for the shotgun (scattergun) anim, starting from the firing position instead of the reload part. Also, is there a discord set up for this plugin somewhere? Thanks!

Can't update VFXs

I posted about this earlier, I thought it was an off bug I chanced, but it happened again. The update button doesn't update all the VFXs, only the selected one. Could this be because I have many VFXs in one workspace?

Exporting .GLTF to blender and then reimporting a .GLTF model - Nothing happens.

Hi,

I've been trying to replace a model within the VFXEditor.
image

As shown above, "Model 3" contains the model I want to export. Nice and easy, I click on "Export" -> "GLTF" and then call it "Cronus Lux Blade Edge" and hit "OK".

I go to blender and import the ".GLTF" file and I have this.
image

Fair enough everything is fine. I upscale the mesh and give it a slight tweak to fit the blade better that I want (as shown in the first picture.) I then export the save as a "GlTF Embedded (.gltf) with these settings under the name"Cronus Lux Blade Edge New.gltf".

I then go back to the game and click on "Replace". I choose the ".GLTF" I want and click "OK".
image

Here's where the problem is. Upon clicking "OK", nothing happens.

No clue what happens between the export process and the import process to cause this. Thought you might know something I don't.

Question - How to prevent VFX sharing?

Hello, I have a question to ask. I've been working on some overhauls for summoner at lower levels and I've stumbled into a problems.
Emerald/topaz/ruby ruin 3(and 2) share VFX with each other. Bellow level 54 SMN also shares a VFX with SCH with Ruin 2.

My goal is to give elemental properties to lower level summoner skills, for example using aero II VFX for Emerald Ruin 3. Using Fire 3 VFX for Ruby Ruin 3.

Could someone help me circunvent this problem please?

How to adjust sound?

There aren't many guides to sound adjustment. I was wondering how you adjust sounds either through TMB or the normal VFX editor because I'm not able to change the sound of specific abilities.

Getting VFX to attach to character movement?

Hello, I've only recently started getting into using this addon, but so far I've had a lot of fun learning the tools! That being said, I'm sorry if this is an obvious fix or has been asked already somewhere I didn't see.

Basically I have a 'blade swing' VFX attached to heavy swing that spawns on my character. While standing still the VFX appear to work just how I want. But if I cast the skill while moving, it just finishes the animation on the ground where I initially cast it (as if standing still) rather than moving along with my character. I've seen other VFX that will move with your character, so I looked all over for some setting that might control this, but haven't had any luck so far.

Any advice would be much appreciated! :)

About sound effect

I know sound effects have several types
Through my research, I found that its type can be defined by these parameters.
QM%MCPQS0KJRL)2P)I4{)0B
MAG2GOO)_XK`M@PY 7BML7T
2 63 U0Z89G0I_Y5(1DN}S
AAA type

The volume of AAA type SFX will decay very quickly with the distance between the target and the camera getting farther and farther.
The attenuation of ABA type SFX is relatively small.
The BBA type does not decay at all.
I didn't study the impact on sound effects when the third is B, such as AAB? BBB? Abb, and there seems to be another type of BCA, which I didn't study.
)AI(N46S I8 1XN_659CQ

Usually, if I want to modify the type of SFX, I must use WinHex and textools, and then repackage the modified SFX and VFX.

So is it possible to add parameters that can directly modify SFX type in vfxeeditor?

VFXEditor crashes trying to open Doom of the Living .tmb

I don't know if this was already reported (seems like it wasn't) but, I was trying to open Doom of the Living (SAM LB3) "end" .tmb file and the editor crashed immediately. I restarted the game and tried to open it, several times, without luck, so it seems like a solid bug, worth being informed.

Amazing work with the plug-in, btw.

Some questions and suggestions about VFXEDITOR Api4 version

  1. I think it will be more convenient to move the enabled switch of emitter to this position, because it is often necessary to switch repeatedly to preview a single emitter (even the binder option)
    image
  2. In addition, I don't know why the enabled switch of particle doesn't work correctly (so I usually change "create count" to 0 as a substitute). I hope it can be repaired. In addition, maybe it is also placed in front of the list by its position?
    image
  3. Could you please do a bind point ID guide? Although I have studied the corresponding relationship between most IDs and skeletons, it will be more convenient for most other producers to have a guide.
    image

In addition,Is there any way to import the ". MDL" model extracted from the game? Or is there a way to convert MDL to gltf? I studied it, but I couldn't find a feasible way.

(Have a distant dream: I now use WinHex to modify TMB (modify some. PAP and. SCD referenced by it), and textools to modify skill icons. Finally, I repackage it with the modified VFX. It's more troublesome. I hope that one day I can integrate the operation directly in the editor.)

Finally, thank you for your continuous updates and contributions and for taking my suggestions.

FAiled to install plugin VFXeditor

Please restart your game and try again. if this error occurs again, please contact the plugin author.

I have restarted, deleted, reinstalled, deleted from the folder, disabled the plugin and still wont be able to install/download the plugin.
I have also deleted all plugins i have and still wont download.
aUntitled

VFX Binders Aren't Working for Touch of Death

For Touch of Death's VFX #'s 2 and 3 I'm trying to set the binder to target instead of self and its not doing anything. The VFX still goes off on self and I've tried setting the binder in Timelines and Emitters, but neither has any effect. Can you help me troubleshoot this issue and figure out why this is happening?

Updating VFXs

Is there a way to Update all the VFXs in a workspace at the same time, if not could that be added? Thanks

How to add camera quake effect to weaponskills?

Hello. Title basically. I've read and followed the guide and was able to mess around enough until I managed to change "Souleater" into "Power Slash". Now I'd like to be able to add camera quake to the Power Slash, but I just can't figure out how. There's something about "Camera Quake" in effectors and the timelines, messed with those too, but I just don't know what to do to achieve the end result. Sorry if this has been covered.

UI error

UIerror

My first install of this plugin.

Steps taken:
-deinstall -> game restart -> re install -> same result as in picture
-Dalamud UI scaling on 2.0 -> visible part gets smaller, but still only part of it visible as in picture
-changing to window mode with 1920 x 1080 instead of 4k borderless window -> did nothing -> full window -> did nothing
-UI scaling of game itself did nothing as well

Problem when changing animations of Iaijutsu skills to moves outside of action.pap.

As above, when I change Higanbana to Shoha, for example, since Higanbana is in the action.pap file and Shoha is not, I import the Havok of Shoha with the correct index of 0 into "cbbm_mgc_sam_3c" (Higanbana's file), but can only see the action's VFX after an update, not the animation. What could I have missed?
I'm following this guide, by the way: https://github.com/0ceal0t/Dalamud-VFXEditor/wiki/Example:-Replacing-Fire-animation-with-Fell-Cleave

Thanks for your help, forever a fan,
Teo

Replicable Glitch: Docking documents window on the VFXEdit window becomes unresponsive.

With Dalamud's Enable Window Docking option enabled, attempting to dock the documents window onto the main VFXEditor window makes VFXEdit seize up. The VFXEditor window begins flickering every other frame, makes itself and all Dalamud plugin windows non-interactable, and persists between opening and closing the window with the /vfxedit command until you disable the Window Docking feature in the Dalamud settings. Not even a full uninstall can fix it because Dalamud seems to remember the windows being docked between installs.

It's easy to avoid. Don't dock your Document window on the VFXEditor window and if you do, toggle your Dalamud window docking setting to break the dock. But it did take me a long time to figure out how to fix it.

Oh, and it's worth noting it's only the Documents window so far that creates this issue. Everything else docks correctly.

about ‘undo last function’

hi,I'm sorry to trouble you again.
is it easy to achieve undo function and with a hot key (ctrl+Z)?
and I also think if i can copy or paste the parameter of Emitters and particles easliy(for example, copy particle A's color including it color's keys timelime to particle B,or copy A's several parameters to B at one time),it will be more efficient to work.
Thank you for your working of vfxeditor and your contributions!!!

How to Fuse a changed animation with its original version

Hello there, hope this is ok to post here since it isn't a technical issue, but more like a knowledge issue, anyways, I have been working with the editor and it has been great so far but I have reached a roadblock and am hoping to get some help figuring out how to do something I have seen on this video: https://youtu.be/5yZg3Dv9YWI?t=114 According to the description this was all done via vfx editor.

As you can see the animation looks as though they have managed to combine the Gekko animation with either the old Delirium DRK animation or it might be Jugular Rip from GNB. I wanted to do something similar to this with the Jinpu animation and combine it with Hypervelocity from GNB but I don't know how to.

The only method I can think of accomplishing this is to modify a different skill other than Jinpu to have the Jugular Rip animation and then stitch the 2 together but this presents an issue: all my other skills are either already modified or not really suited to modify, like buffs and such. Is there any other way to fuse the Jinpu and Jugular Rip animations that I am missing?

TL;DR: Trying to emulate an animation mod I saw in a YT video but I can't figure out how to do it without changing another animation I have already modded.

Weapon VFX Merging problem

Hello, I followed the instructions on how to merge vfx into one and it does show the merged effects of both weapons. But when I unsheathe the weapon, the added vfx from the merge persists for some reason. Is there something I'm missing or doing wrong here?

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