

P.S If only we could manage to play around with the skeleton we wouldn't have all this trouble with the eyes going out of the model on face expressions and head movements.
TGsoGood wrote:Breaking news from the guy that created the plug in
[ Image ]
*This is why sharing information and giving credit is so important*
Because we all worked together, there is an opportunity for us to take modding to another level.
If his next tutorial works in our favor, we will not have to worry about cyberfaces being behind paywalls.
We will be creating our own from photos. Next level stuff. Let's keep our fingers crossed.
Edit: grammar was horrendous
RobDavis wrote:YES.... man I want to make some cyberfaces! TGoods and Mau thanks.... 2 Goats showing us why sharing is caring!!!TGsoGood wrote:Breaking news from the guy that created the plug in
[ Image ]
*This is why sharing information and giving credit is so important*
Because we all worked together, there is an opportunity for us to take modding to another level.
If his next tutorial works in our favor, we will not have to worry about cyberfaces being behind paywalls.
We will be creating our own from photos. Next level stuff. Let's keep our fingers crossed.
Edit: grammar was horrendous
NikosTs wrote:If only we could manage to play around with the skeleton we wouldn't have all this trouble with the eyes going out of the model on face expressions and head movements.
imellocal wrote:TGsoGood wrote:try moving the eyes around in blender
I would say, move the head instead. Eyes could glitch if you take them out of their position. If you move the head with snake hook brush, the face would not lose his likeness.
1) Mask everything besides the head, then move the head around, until it fits the eyes and mouth of the player (both would glitch if you overmove them)
2) Mask the head, mouth and eyes only and move the eyelashes, caruncle.
3) Once you have this done, select the eyes vertex group and separate them from the rest (G,X,10 key command), with the B button border select one eye, then you move it back to the head (G,X,-10 key command) - After that, you fix his position:
a) G,X and mouse movement to fix his position and
b) R,X or R,Z to rotate it in the right way.
c) Repeat with the other eye.
4) heandband, you can select it in vertex groups and the easiest way is to scale it with S,X (Sides) or S,Y (Front, Back) and move it too, if necessary with the G key commands.
5) To join the now loose headshape with the 2K20 body, go to edit mode, activate the magnet below, press the button, when it's red, it's activated and on its right, there's another button (Snap Element), then you select "vertex". Then you have to take one vertex and join it to the 2K20 body, one by one, I don't know other way.
Dee4Three wrote:So I am going to dive into this today, and try to do some 2K17 to 2K20 conversions.
However... question. Does this also work going the other way? Like if I wanted to do 2K20 to 2K17, or 2K20 to 2K16? Has anybody tried it?
I'd like the get my Brent Price, Matt Maloney, Mike Mitchell, Mihm and Smush for 2K20 over to 2K17.
maumau78 wrote:Dee4Three wrote:So I am going to dive into this today, and try to do some 2K17 to 2K20 conversions.
However... question. Does this also work going the other way? Like if I wanted to do 2K20 to 2K17, or 2K20 to 2K16? Has anybody tried it?
I'd like the get my Brent Price, Matt Maloney, Mike Mitchell, Mihm and Smush for 2K20 over to 2K17.
Forward and back yes
jsm00thie wrote:imellocal wrote:TGsoGood wrote:try moving the eyes around in blender
I would say, move the head instead. Eyes could glitch if you take them out of their position. If you move the head with snake hook brush, the face would not lose his likeness.
1) Mask everything besides the head, then move the head around, until it fits the eyes and mouth of the player (both would glitch if you overmove them)
2) Mask the head, mouth and eyes only and move the eyelashes, caruncle.
3) Once you have this done, select the eyes vertex group and separate them from the rest (G,X,10 key command), with the B button border select one eye, then you move it back to the head (G,X,-10 key command) - After that, you fix his position:
a) G,X and mouse movement to fix his position and
b) R,X or R,Z to rotate it in the right way.
c) Repeat with the other eye.
4) heandband, you can select it in vertex groups and the easiest way is to scale it with S,X (Sides) or S,Y (Front, Back) and move it too, if necessary with the G key commands.
5) To join the now loose headshape with the 2K20 body, go to edit mode, activate the magnet below, press the button, when it's red, it's activated and on its right, there's another button (Snap Element), then you select "vertex". Then you have to take one vertex and join it to the 2K20 body, one by one, I don't know other way.
Thanks so much for this. I was having such a hard time with Jason Williams as his eyes were not aligned properly. Was able to isolate each eyeball and position correctly with this advice!
Dee4Three wrote:So I am going to dive into this today, and try to do some 2K17 to 2K20 conversions.
However... question. Does this also work going the other way? Like if I wanted to do 2K20 to 2K17, or 2K20 to 2K16? Has anybody tried it?
I'd like the get my Brent Price, Matt Maloney, Mike Mitchell, Mihm and Smush for 2K20 over to 2K17.
imellocal wrote:Yes. The importer from 2K17 in blender 2.79 was updated for 2K20, then you have the other importer who works on 2.82 and has the same compatibility.
I have both installed and only do the conversion thing on 2.82 then got right back to 2.79 and import the new model there because I hate the new Blender.
imellocal wrote:Excellent question. I know you can disable them, because I've done that for Pro Evolution Soccer mods, but I don't know if you can change/convert them. Animations are unlikely to transport, if they had done this in blender, you can change it, but they of course did mocaps and all that in a more complex software which is encrypted and we are only fortunate somebody discovered how to import the 3D models to blender.
TGsoGood wrote:I quickly skimmed through the last few post. Animations are not technically being converted with this mod. Its just transfer mesh data of the 3D model which allows animations to work.
If you guys truly want animations from old games like 2K16, try moving the animation files over and replacing a 2K20 animation. It may still work, there may also be issues due to skeletal changes over the years.
Some of the old animations that are no longer selectable may still be in the 2K20 files. You guys probably want to start a new thread to fully explore animations
Dee4Three wrote:imellocal wrote:Yes. The importer from 2K17 in blender 2.79 was updated for 2K20, then you have the other importer who works on 2.82 and has the same compatibility.
I have both installed and only do the conversion thing on 2.82 then got right back to 2.79 and import the new model there because I hate the new Blender.
Strange. The 2K17 tool I am using that works for 2.79 is not working for 2.82, wonder why.
And yeah, I prefer 2.79 as well.
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