Help with reducing head shape for players.

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Help with reducing head shape for players.

Postby Novsky on Mon Oct 09, 2017 3:01 pm

There a are a number of rotation players that have heads that are far too big, and it looks ridiculous.If someone can make a tutorial on how to fix this, I would be grateful and would be happy to fix as many body types as I can.
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Re: Help with reducing head shape for players.

Postby Boff2k on Mon Oct 09, 2017 6:07 pm

That's going to be a lot of work. Half the league has huge heads lol good luck though I'm looking forward to the changes
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Re: Help with reducing head shape for players.

Postby dbzx on Tue Oct 10, 2017 6:10 pm

Novsky wrote:There a are a number of rotation players that have heads that are far too big, and it looks ridiculous.If someone can make a tutorial on how to fix this, I would be grateful and would be happy to fix as many body types as I can.


I have sent you a quick tutorial via PM. Took awhile but i managed to figure it out. I don't have time to make a in depth tutorial with pictures or video but hopefully it will help.
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Re: Help with reducing head shape for players.

Postby SIISISI on Tue Oct 10, 2017 7:31 pm

please share what he pmed you :D
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Re: Help with reducing head shape for players.

Postby SIISISI on Tue Oct 10, 2017 7:49 pm

dbzx wrote:
Novsky wrote:There a are a number of rotation players that have heads that are far too big, and it looks ridiculous.If someone can make a tutorial on how to fix this, I would be grateful and would be happy to fix as many body types as I can.


I have sent you a quick tutorial via PM. Took awhile but i managed to figure it out. I don't have time to make a in depth tutorial with pictures or video but hopefully it will help.


pm me too please :D
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Re: Help with reducing head shape for players.

Postby dbzx on Wed Oct 11, 2017 10:41 am

DanREZx0 wrote:
dbzx wrote:
Novsky wrote:There a are a number of rotation players that have heads that are far too big, and it looks ridiculous.If someone can make a tutorial on how to fix this, I would be grateful and would be happy to fix as many body types as I can.


I have sent you a quick tutorial via PM. Took awhile but i managed to figure it out. I don't have time to make a in depth tutorial with pictures or video but hopefully it will help.


pm me too please :D



Anyways, I will just post it here:

Probably a good idea to watch TGsogood's video to familiarize urself with blender and stuff.

Here is a general tutorial:

1. Open 2k17 Explorer and export the png file of any player you want to edit.
2. open the png file with 7z and copy the hihead.scne and its corresponding hihead.model on to your desktop.
3. Import model into blender
4. Switch the mode from Object mode to EDIT model and press A to deselect all.
5. at the bottom menu to the right the "Object/sculpt/edit mode" area, switch to the "face select" icon instead of the default "vertex select" This is a crucial step, do not do this in vertex mode.
6. Now look at the top right and find the upside down triangle button - this will let u select vertex groups
7. Select all vertex groups that involves the headband, eyes, headshape, eyelashes and so on
8. Now PRESS C , and hold SHIFT + LEFT CLICK to deslect the areas such as the shoulders/trap region (the only areas you want to leave highlighted are the HEAD and NECK- also a crucial step).
9. now all you do is press S to use scale function, and type in .95 . You can use any values u deem fit, but I personally find that .95 scale is decent enough. Do not use the translate function (G) to move the head. I did this before and it caused the eyeballs to pop out.
10. Now switch to sculpture mode -> and use the smooth function to smooth the area connecting the neck to the rest of the body.
11. once done , switch back to object mode and export.


Because you scaled the head, now you also have to scale the hair/facial hair as well.
This one is alot eaasier,
1. import the hair / facial hair .scne files ( DO one at a time, separately)
2. switch to edit mode and scale to .95
3. Use translation function G to move :
(note: forward/back = y direction , up down = z direction, left right = x direction, press G and then x, y or z right after to lock into that direction)
Hair
down .125 and forward .125
Facial hair
up .125 and back .125
4. switch back to object mode and export

Ive done this for Iggy, curry, klay, and kawhi leonard.

You may need to do some extra tweaking on the facial hair in terms of positioning on each player. This is just a guideline.

happy modding!
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Re: Help with reducing head shape for players.

Postby Novsky on Wed Oct 11, 2017 11:41 pm

Thank you for the PM and for posting the tutorial on the thread.


I'm going to take a stab at it tonight once I have some free time.
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Re: Help with reducing head shape for players.

Postby Abgobryu on Thu Oct 12, 2017 12:32 am

There are steps more adequate than some of the ones described above when reducing the size of heads.

The most important one is to keep the pivot point of the whole selection in the middle of the eyeShape vertex group so you' re scaling the neck/head towards the eyes. The reason for that is that moving the eyeballs even the slightest will cause animation glitches. With the pivot point set to the middle of the whole head/neck, the eyes may not completely clip through the player's face when doing just a small scaling process (like the .95 mentioned), but it will still mess up a lot of the facial expressions. Also, at least most big man who have big heads in the game require a larger scaling ratio(some of the tallest ones probably closer to .8), and, in those cases, the eyes would often pop out of the sockets.

To set the pivot point to the middle of the eyes, just select them before anything else, press SHIFT + S and select "cursor to selected". Afterwards, just change the pivot point, in the second box after the mode selection box, to "3D Cursor". To ensure that the eyes will move even less out of their original position when scaling, I'd also recommend enabling proportional editing before scaling the selection. To do that, when you press S to use the scale function, immediately press enter to get to the scaling options before resizing anything. Scroll down through the "Resize" bar in the bottom left corner of the screen and change Proportional Editing to "Enabled". Now, hold left click to the left of the value in the X axis until the Z axis or vice versa and then release it so you can select and scale all of them at the same time. This method of scaling also doesn't require any smoothing or fixing at all. The neck might look a bit weird when performing certain animations, but it's not very noticeable and that's basically the tradeoff of keeping the eye animations and face expressions as intact as possible.

Another thing is that there is a way to scale player, hair and facial hair models at the same time; without requiring any adjustments. All that's needed is the blender plugin "MultiEdit". With the plugin installed, load all the models you want to work on, make sure to be in Object Mode and select all of them in the World by holding SHIFT and right-clicking each one. Then, select "MultiEdit Enter" on the bottom left to temporarily turn them into a single object. Select and scale the hair and/or facial hair together with the head/neck. After you're done editing everything, just select "MultiEdit Exit" and export the files one by one. The one mandatory step before exporting them is to change the name of each object to "hihead" and make sure their respective .SCENE file is selected in the Import folder. A "file not found" error will appear when you export a file after changing the Import one, but that doesn't mean anything; the files will be perfectly fine if handled properly.

Lastly, mainly if scaling the head/neck towards the eyes, as I described, reducing the neck length should be necessary in most cases. To do that, just open the appearance_info.RDAT that's inside the png file with any text editor more advanced than notepad and edit the "head.ty" value (yes, not the "neck.ty"). In case the player's appearance file only has basic appearance parameters, which happens to a high number of historic players, importing ALL the proportion parameters from another player's appearance_info will be necessary. Just trying to add "head.ty" (or all the head parameters for that matter), will have no effect.
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Re: Help with reducing head shape for players.

Postby dbzx on Thu Oct 12, 2017 4:41 pm

Abgobryu wrote:There are steps more adequate than some of the ones described above when reducing the size of heads.

The most important one is to keep the pivot point of the whole selection in the middle of the eyeShape vertex group so you' re scaling the neck/head towards the eyes. The reason for that is that moving the eyeballs even the slightest will cause animation glitches. With the pivot point set to the middle of the whole head/neck, the eyes may not completely clip through the player's face when doing just a small scaling process (like the .95 mentioned), but it will still mess up a lot of the facial expressions. Also, at least most big man who have big heads in the game require a larger scaling ratio(some of the tallest ones probably closer to .8), and, in those cases, the eyes would often pop out of the sockets.

To set the pivot point to the middle of the eyes, just select them before anything else, press SHIFT + S and select "cursor to selected". Afterwards, just change the pivot point, in the second box after the mode selection box, to "3D Cursor". To ensure that the eyes will move even less out of their original position when scaling, I'd also recommend enabling proportional editing before scaling the selection. To do that, when you press S to use the scale function, immediately press enter to get to the scaling options before resizing anything. Scroll down through the "Resize" bar in the bottom left corner of the screen and change Proportional Editing to "Enabled". Now, hold left click to the left of the value in the X axis until the Z axis or vice versa and then release it so you can select and scale all of them at the same time. This method of scaling also doesn't require any smoothing or fixing at all. The neck might look a bit weird when performing certain animations, but it's not very noticeable and that's basically the tradeoff of keeping the eye animations and face expressions as intact as possible.

Another thing is that there is a way to scale player, hair and facial hair models at the same time; without requiring any adjustments. All that's needed is the blender plugin "MultiEdit". With the plugin installed, load all the models you want to work on, make sure to be in Object Mode and select all of them in the World by holding SHIFT and right-clicking each one. Then, select "MultiEdit Enter" on the bottom left to temporarily turn them into a single object. Select and scale the hair and/or facial hair together with the head/neck. After you're done editing everything, just select "MultiEdit Exit" and export the files one by one. The one mandatory step before exporting them is to change the name of each object to "hihead" and make sure their respective .SCENE file is selected in the Import folder. A "file not found" error will appear when you export a file after changing the Import one, but that doesn't mean anything; the files will be perfectly fine if handled properly.

Lastly, mainly if scaling the head/neck towards the eyes, as I described, reducing the neck length should be necessary in most cases. To do that, just open the appearance_info.RDAT that's inside the png file with any text editor more advanced than notepad and edit the "head.ty" value (yes, not the "neck.ty"). In case the player's appearance file only has basic appearance parameters, which happens to a high number of historic players, importing ALL the proportion parameters from another player's appearance_info will be necessary. Just trying to add "head.ty" (or all the head parameters for that matter), will have no effect.


hmm good to know. Guess there's always other ways to do things. That multi-edit plugin would make the job easier for sure. Again, what i posted was just a guideline. I am not that experience with blender, this was just me doing random things and messing around blender and got it to work lol. It should be good enough for people new to blender. And thanks for the blender tips! Could you make a video tutorial on this?
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