Donations: Kofi: https://ko-fi.com/shuubaru Paypal: https://paypal.me/shuubaru4869 Quick FAQ which cover most of the questions I receive daily: Can I port your models to X game? - Yes, you can. Can I do paid request or patreon using parts of your models? - Yes, you can. Just keep in mind this is copyrighted material and how you use it is always your responsability. Is there any actual rule about usage of your ports? - NO. All my ports are free to use for whatever you like. But just as an advice: have common sense. I want to port DOAXVV models too, how can I start? - I do not share documentation/tools/researchs about the game nor share raw game files, dont waste your time asking. Do you port models from X game? - No. I only port models from DOAX3 Scarlet and DOAXVV. Do you take paid porting requests from DOAX3S or DOAXVV? - Depends on the model or how urgent you want it, most of the time you will receive the "it's on my to-do list" answer.
I will probably release it tomorrow or this monday, the first models to be updated/released will be Blossom/Crimson Feathers and Tropical Tune models, also a DOAXVV mod which will include HI-METAL nudes.
For now, all the test I did are awesome (I mostly tested butt deformation), here you have a sneak peak:
(left old 4wpv, right 12wpv)
And yes, 12 weights per vertex, I tested beyond the limits and 8 were not enough to get 1 to 1 comparison with the game.
However I could see this only affects body weights, I have encountered in the past cloth meshes (laces, ribbons, skirts) with really limited weight deformations, and this sadly don't fix it.
nude model is from a mod, but clean body is directly taken from the game, they actually use clean models on some cutscenes where the character lose their clothes so they can fake "implied nudes", they dont include any private part of course, it's more like a Barbie Doll body:
I actually planned to port hi-metal nudes but for very specific doaxvv mods, i believe it will make sense now to release that version aswell, clean bodies + hi-metal nudes looks like a better pack at this point. Btw, since xps 11.8.9 both xps and ascii formats supports more than 4 weights per vertex, and blender's xps plugin 2.0.2 also supports it for both formats.
After more research (and thanks to a friend who knows python) I could figured out what was the issue on the script, it was indeed limiting the weights to 4, and I'm not sure why though. After some editing he managed to change it to 8 and the weights are now like on the image I posted before. I got to say that finding something like this after porting over +1500 models doesn't actually make me any happy and it's frustrating af since to fix old models I would need to port them from scratch, for future models it will not be a big problem, but updating released models I dont really think it's a possiblity.