Get your model outlines

This section is under construction, and was written by @muuyo



okay so
quick rundown no editor speak for this one
you got two options to make outlines work:

  • set up tangents on your model, do a bunch of work, re-do it every export, but a bit better results (allegedly)
  • don't do that, get pretty much the same results (AFAIK)

but to do either of those you need to do vertex colors first so

VERTEX COLORS

remember, use blender 4.2, it's the only thing compatible with every tool you need

  • get Vertex Color Master from here
  • install it into blender
  • if your model doesn't have a Color attribute (properties at bottom right, then hit the little green triangle, then hit Color Attributes; you should see this:)

Color attribute

  • if you don't, click the little plus and add one with those settings
  • cool. now select your model, change to Vertex Paint mode, hit the little VCM on the right
  • change "Active Channels" to just A (to make Alpha the one you're editing; rundown of what each does here)
  • Isolate Active Channel
  • change Brush Settings to 0.73, hit Fill With Value, then Apply Changes

okay, that's done now to

THE UNREAL HALF

you have two options: tangents or normals

tangentsnormals
easier to set up on the Unreal endyou have to set up One thing in unreal
requires re-doing every exportdon't have to do anything in blender
doesn't work with models that have non-triangular faces, should be able to change export settingworks with anything, afaik
theoretically more accurate (and controllable) resultsone-and-done
the better option, actually in the meshbandaid fix, won't work with different MI_MAIN_OUTLINEs on some recolors, more fickle

for tangents, go to the tangent section

for normal based outlines:

  • you'll be using a copy of MI_MAIN_OUTLINE
  • copy it from the advanced project's Shared/CharaMaterial folder to anywhere (use the updated ver, from here!), I usually just put it under XXX/Costume01/Material/Base/ then I rename it to something specific to my mod.
  • right click, Create Material Instance, rename it to MI_MAIN_OUTLINE
  • open that material instance, and change the setting UseTangents to off. note, the first checkbox changes whether you're changing that value, the second changes the actual value. like this:
    tangentscheckbox
  • set up the other stuff too. i don't think you need to set up olm and SSS? just know those settings are there if it doesn't work / you're doing recolors / etc. this material is also how cool custom outlines are done, like red ones.
  • you should be done. apologies, haven't tested, this is a quick writeup. should work though. just make sure the file is named correctly, MI_MAIN_OUTLINE.