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How to CREATE Mods for My Hero Ultra Rumble Full Guide | In-Game Model Swaps | Part 1 — Transcript

by ImagineNoHeaven · 6,513 words · 957 segments · language en · Watch on YouTube

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  1. 0:00Hello, hello, hello, hello. My name is
  2. 0:02Imagino Heaven and today I'll be doing a
  3. 0:04complete guide how to mod my Hero
  4. 0:06Trumble and not just how to mod it, how
  5. 0:08to create mods for it. So, please stay
  6. 0:11tuned. Today, we'll be going over kind
  7. 0:13of um
  8. 0:16the basics, not really, more about model
  9. 0:20swaps. So, today model swapping is the
  10. 0:22goal. As we progress this series, we'll
  11. 0:24go in more more advanced techniques on
  12. 0:27how to completely change materials, how
  13. 0:29to make new materials, how to make
  14. 0:31assets, how to completely change a
  15. 0:33character, how to move clothing to
  16. 0:35another character, and so on so forth.
  17. 0:38So, for today, we're going to be needing
  18. 0:41some basic tools with us. So, we're
  19. 0:43going to need obviously My Hero Trumble.
  20. 0:46We're going to need F model.
  21. 0:48We're also going to need a version of
  22. 0:49Blender 4.0 0 or above, preferably the
  23. 0:52newest one, but I currently use 4.0,
  24. 0:55which is fine. You're also going to need
  25. 0:58some plugins, which I will have
  26. 1:00everything in the description. All
  27. 1:03right, it's going to be in a Google
  28. 1:04Drive that you guys have access to
  29. 1:05whenever. Please, please, please, if you
  30. 1:08guys ever need it, you know, feel free.
  31. 1:11Also, I will link down a modding
  32. 1:13community Discord. It's called An HQ.
  33. 1:16They are the reason why I'm able to even
  34. 1:18do this. I am so and forever thankful
  35. 1:20[music] for them ever helping me and
  36. 1:22teaching me how to do this properly.
  37. 1:24Especially shout out to Zo. Thank you
  38. 1:26for that. And so today we're going to be
  39. 1:28going over the bare minimum. Zero
  40. 1:31experience how to use Blender. Zero
  41. 1:32experience in Unreal engines and you can
  42. 1:35still make a mod. Stay tuned. All right.
  43. 1:38The first thing we're actually going to
  44. 1:39need is Fodel.
  45. 1:41Literally just look it up. It's usually
  46. 1:42the first link. I will have the link in
  47. 1:43the description down below, but it's
  48. 1:45right here. You just download it. I
  49. 1:46already have it downloaded. So you just
  50. 1:48click on download and you follow the
  51. 1:49instructions. It's pretty simple. Go
  52. 1:52ahead and run it. It's perfectly safe.
  53. 1:53It's used everywhere. You can also join
  54. 1:56their discord in case of anything. But
  55. 1:59absolutely amazing tool and it's going
  56. 2:01to be our bread and butter mostly. It's
  57. 2:02going to be do the heavy work for us. So
  58. 2:06after that, next thing we got to
  59. 2:07download is Blender obviously, right? So
  60. 2:09you literally just look up Blender.
  61. 2:10Again, I'll put in the description what
  62. 2:12it is, but in case you rather look it up
  63. 2:14yourself, go to downloads and you can
  64. 2:17either download this basic one, which is
  65. 2:18the 4.5.3 as this is the latest one, or
  66. 2:22you can go to looking for a previous
  67. 2:23version. You can download any Blender,
  68. 2:25and from here on, it should open up
  69. 2:27another one.
  70. 2:29Is it going to open up? There you go.
  71. 2:31So, it goes from 1.0 all the way down to
  72. 2:35obviously I have 4.0, so that's why it's
  73. 2:37going to be there, but there's 4.5. and
  74. 2:39then goes through all that. Um, again, I
  75. 2:41recommend the newest one, but use only
  76. 2:444.0 and up because otherwise you cannot
  77. 2:49to my knowledge, they're unstable and
  78. 2:50they won't work, especially for My Hero
  79. 2:52Ultra Rumble. So, it's just best to be
  80. 2:53on the newest one, but no trouble.
  81. 2:56And, you know, it saves you the time and
  82. 2:59effort. So, all right. So, this was in
  83. 3:01the Epic Games Store. Uh, you download
  84. 3:04however you want. Doesn't matter. But
  85. 3:06you basically go to Unreal Engine. You
  86. 3:08can go to library and right here it'll
  87. 3:11be it will try to get you to download
  88. 3:12the original um which I think the newest
  89. 3:16one is like 5 something or 5.6.1.
  90. 3:19[music] What you would do is you put
  91. 3:20plus you would cancel whatever one's
  92. 3:22trying to install. You plus this. You
  93. 3:24drop it down and you look for
  94. 3:29well I guess it's because I already have
  95. 3:30it, huh? Um it would be right here
  96. 3:33between these two would be 4.27.0
  97. 3:37it might say. Um, you just click on the
  98. 3:394.27. It will automatically update to
  99. 3:41this one, 4.27.2.
  100. 3:43And you just install it. It's going to,
  101. 3:45this is probably going to be the longest
  102. 3:46one to install because this is about, I
  103. 3:48believe,
  104. 3:51I want to say maybe five gigs. So, maybe
  105. 3:54a little bit more. I can't remember
  106. 3:56exactly. Um, nor I don't think it shows
  107. 3:58me.
  108. 4:00Um, yeah, it won't show me. But this is
  109. 4:04where you install it. And obviously
  110. 4:05after that you can launch it. So after
  111. 4:07you have everything installed, we can
  112. 4:09move on to the first step right now. So
  113. 4:11let's go ahead and open up Steam and go
  114. 4:14into manage. From here, go to properties
  115. 4:17and go to general and it says launch
  116. 4:20options. If you haven't done this
  117. 4:22already, you need to do dash file open
  118. 4:24log. This will allow us to use our mods.
  119. 4:27So after you do this part, you can get X
  120. 4:29out of this. Go to the gear and go to
  121. 4:33manage and browse local files. From
  122. 4:36here, it's going to show you your
  123. 4:38directory. You can go to Hero versus
  124. 4:40Games and copy the directory.
  125. 4:44But before we leave this, go into
  126. 4:46content and make sure you have a pack
  127. 4:48file. If you do not, go ahead and create
  128. 4:51one. It's easy. You literally just put
  129. 4:52create and packs, capital P, lowercase
  130. 4:55A, lowerase K, and S.
  131. 5:00From here, you're going to go ahead and
  132. 5:02create another file named mods. And for
  133. 5:04here will be our mod folder. After doing
  134. 5:07all that, you can ex out of this. So
  135. 5:09after that, go ahead and open up your F
  136. 5:10models. So F model should automatically
  137. 5:13detect a game. Doesn't matter. Go to
  138. 5:15directory, click on selector. From
  139. 5:18selector, you're going to add an
  140. 5:20undetected game. So that's our My Hero
  141. 5:23game. and you name it whatever you want,
  142. 5:25but for the sake of just consistency,
  143. 5:28we're going to name it My Heroes Rumble
  144. 5:30and
  145. 5:33do the plus sign.
  146. 5:35After that, you're going to go ahead and
  147. 5:37change the UE version. Just make sure
  148. 5:40that it's properly in tune to our game
  149. 5:42because our game does run on 4.27.
  150. 5:45After that, we should be good. Press
  151. 5:47okay. That model will need a restart. Go
  152. 5:50ahead and restart. From here, you
  153. 5:53already got the game settings. The
  154. 5:54problem is the files are encrypted,
  155. 5:57which is an easy fix. There you see key
  156. 6:00beam right here.
  157. 6:02Copy that. Go to our ASC and you just
  158. 6:05put in the static key.
  159. 6:08Give it a second. And now turn green.
  160. 6:11Now we have access to the entire game
  161. 6:13engine. Okay. So now we got to get
  162. 6:16Blender ready for PSKs. PSK is just the
  163. 6:19type of file that is what it uses. So
  164. 6:22don't get confused. It's just how the
  165. 6:24game exports it.
  166. 6:27And the way we can get Blender to get
  167. 6:28ready for that is in the description
  168. 6:30below. There's a Google Drive for you
  169. 6:32guys that will include two types of PSK
  170. 6:35folders. They're zips. When you pull the
  171. 6:38zips out, do not unzip them. Leave them
  172. 6:40in the zip. Blender does well. Blender
  173. 6:43works better if it can unzip it itself
  174. 6:45because it has to do lines of coding.
  175. 6:48It includes Python, intercur, it's a
  176. 6:51bunch of other stuff. So, when you're
  177. 6:53adding Blender plugins, just leave it in
  178. 6:56the zip file. All right. So, go to edit,
  179. 7:01go to preferences, add-on, install,
  180. 7:05and mine's already here. So, basically,
  181. 7:08you would click on the one that you
  182. 7:09need. So, I would be using PK Master.
  183. 7:12In case this one doesn't work, you can
  184. 7:14use the next one. But I included two
  185. 7:15just in case if one doesn't work. But
  186. 7:18install add-on and you go click on
  187. 7:22community. You scroll down and you look
  188. 7:24for import and export. PSK/PSA
  189. 7:28importer exporter. PSK basically the SK
  190. 7:32means skeleton uh in short basically and
  191. 7:35SA means the animation for it
  192. 7:40uh relatively. So we go to systems and
  193. 7:42you put undo steps. Mine's 100. You can
  194. 7:46do anywhere between
  195. 7:48125 or less, but 100 seems fine to me.
  196. 7:52It's basically a history. It keeps about
  197. 7:55100 actions before it starts deleting
  198. 7:58itself. And right now, I think the
  199. 8:00default one is 40, maybe 20. And usually
  200. 8:04when you're new and you're making, you
  201. 8:05know, trying new things out, making see
  202. 8:07how what works, what doesn't, you
  203. 8:09definitely need room for error. And so
  204. 8:11that's why we want to increase that for
  205. 8:13later u later. Blender's ready. So
  206. 8:17before we go and jump back to F model, I
  207. 8:19want to kind of talk about what are is
  208. 8:21on our screen. We won't be using a lot.
  209. 8:23We want to be using the main thing. And
  210. 8:25you don't have to have any experience
  211. 8:26for this part at all. So you can click
  212. 8:31on this. This is called a spindle or
  213. 8:34preset or axles, whatever you want to
  214. 8:36call it. I call it a spindle because it
  215. 8:37looks like a little top or a spinner.
  216. 8:39Call it whatever you want, but basically
  217. 8:41it has the X YZ. All right, that's
  218. 8:43basically just that. This is called a
  219. 8:46scene collector. So whatever's in your
  220. 8:47scene will be highlighted. So if you
  221. 8:48highlight that, that's the camera. If
  222. 8:50you highlight this, that's the light.
  223. 8:51And this is obviously the cube. Simple.
  224. 8:55This is a collection. Collection just
  225. 8:57basically means if I wanted to move this
  226. 8:58somewhere else, I can move it somewhere
  227. 9:00else. It's just a group. It's a box.
  228. 9:03This line basically means they're
  229. 9:04parented. Parented is a parent child
  230. 9:07relationship. Basically meaning that if
  231. 9:09the parent something happens to the
  232. 9:10parent the child will follow suit. So if
  233. 9:12you delete the parent the parent will uh
  234. 9:15let me if you delete the parent the
  235. 9:17child might change or it will get
  236. 9:19deleted with it depending what you
  237. 9:21click. So if you click on say the
  238. 9:22collection and you delete hierarchy it
  239. 9:25it deletes the children.
  240. 9:27If you undo that right with control Z
  241. 9:30and you just delete one of the children
  242. 9:35everything else remains.
  243. 9:38So different things do different objects
  244. 9:42and of course depending on what it is
  245. 9:45but it's not important for right now. We
  246. 9:47just want to make sure that we have a
  247. 9:48basic understanding. This is basically
  248. 9:51it's a bunch of editing tools for you.
  249. 9:53It helps you out in the long run. It's
  250. 9:56amazing. This is probably the where
  251. 9:57you're going to be doing majority of
  252. 9:58your work at when you need to edit
  253. 10:00something other than physical model.
  254. 10:02Like this is going to be your little
  255. 10:03stuff and you're going to be able to see
  256. 10:04what I mean. So we're going to go ahead
  257. 10:06and go back into F model. Open it up.
  258. 10:10And you're going to see when we go into
  259. 10:12content character, they're not by names.
  260. 10:15If it lets me open the files, there you
  261. 10:16go. They're by numbers. And that's how
  262. 10:19they're IDs. They're ID that way. And
  263. 10:22each character has is associated to a
  264. 10:24character. So right here in this little
  265. 10:26guy that I have and you can see number
  266. 10:28one is Deku, two is Bakugo, Araka,
  267. 10:30Shoto, so on so forth, right? Some of
  268. 10:32them are not on here. For example, Jirro
  269. 10:34number nine is not here because she is
  270. 10:36not in the game. She is in all uh one
  271. 10:39justice 2 and I believe in all in one
  272. 10:42justice as well. And you could export
  273. 10:44her model from there, but of course you
  274. 10:47would have to change your F model and
  275. 10:48all that other stuff. But let's keep it
  276. 10:49simple.
  277. 10:51That being said,
  278. 10:53we're going to go ahead and get Decker.
  279. 10:55So, we go here, character 01,
  280. 10:58and we open it up. Model default mesh.
  281. 11:02Mesh is another way of saying,
  282. 11:05well, body, body, skin, that's all the
  283. 11:09same. All right, but that's what it's
  284. 11:11called a mesh. Mesh is what you see.
  285. 11:13Mesh is something that's interactable.
  286. 11:15All right, because the map you play on
  287. 11:17is mesh. the everything you design is
  288. 11:19mesh, but there's different types of
  289. 11:21mesh, but this is a player mesh. So, go
  290. 11:24ahead and X out of that. And you see
  291. 11:26here there's there's three of them.
  292. 11:28There's AP uh ABP, which is animation
  293. 11:32blueprint. Then we have the physical
  294. 11:35assets, and then we have the normal
  295. 11:38asset. We do not mess with any of these
  296. 11:39two unless like absolutely necessary.
  297. 11:42This is for animation. This is just
  298. 11:45basically the game like understands that
  299. 11:48it's a it's a model. That's it. It this
  300. 11:50does nothing anything else. So don't
  301. 11:52mess with this ever. This is the one you
  302. 11:54want to mess with only. So go to model,
  303. 11:57save it. Let it load. There you go. Go
  304. 12:01to default texture. And we're going to
  305. 12:03save the textures because we want his
  306. 12:04skin.
  307. 12:06And here's all the different types. Save
  308. 12:08this texture specifically. So I can go
  309. 12:10into it. So this is all the stuff that
  310. 12:13make him, you know, him have alternate
  311. 12:15eyes, have his outfit, and you notice
  312. 12:17there's two other types. AO means
  313. 12:20shadows, body mask means alternate
  314. 12:23colors. So when you put these together,
  315. 12:25these replicate shadows, and these
  316. 12:27change his color for his main outfit.
  317. 12:30Same for these. Uh, if you notice, the
  318. 12:33eyes and the face and the hair do not
  319. 12:35have these. The reason why every model
  320. 12:38typically has to keep something
  321. 12:39consistently. And of course, just
  322. 12:41because you change your outfit doesn't
  323. 12:42mean your other features change as well.
  324. 12:45You know what I mean? That'd be weird if
  325. 12:46you change into a cardigan and your hair
  326. 12:48turns red. But, you know, that's more
  327. 12:51than anything else. But, so, moving on.
  328. 12:56If you notice up here, there's a
  329. 12:58character 00. That's just a skeleton.
  330. 13:00Everybody uses the same skeleton from
  331. 13:02Hawk, Endeavor, Kota, All for One, they
  332. 13:06all use the same skeleton. It's just how
  333. 13:07the game registers that this actually is
  334. 13:09a skeleton and that it's actually a
  335. 13:11model. So after that, we can go ahead
  336. 13:14and close this. And we go to file,
  337. 13:19file,
  338. 13:20import
  339. 13:22ps. And now we're going to go ahead and
  340. 13:25because like I showed you earlier,
  341. 13:28because it shows me where it's at, I'll
  342. 13:30just copy this,
  343. 13:32pop this up into the files input limit.
  344. 13:38So, if you notice, your screen just kind
  345. 13:39of went white. It's because our our deu
  346. 13:43here, it has no manners. He's [ __ ]
  347. 13:46ginormous. So, we need to fix that. The
  348. 13:48way to fix it is you go to scale right
  349. 13:50here. Scale YZ. You click on the X1. And
  350. 13:53you drag down. You put 01. Enter.
  351. 13:58And there you go. If you see him bigger
  352. 14:01than he should be, uh, he's going to be
  353. 14:04ginormous. like it is. You will not be
  354. 14:06able to play him properly and it will
  355. 14:08break your [ __ ] It is terrible. So,
  356. 14:11make sure he's small and you can tell by
  357. 14:13if you like if you try to zoom in any
  358. 14:15more on those squares, there's no more
  359. 14:18uh tiles. But, as you zoom out, right,
  360. 14:19if he was normal size, then he'll be in
  361. 14:21these tiles. So, that's a good way to
  362. 14:23tell if your model is the right size.
  363. 14:26So, I'm going to break it down pretty
  364. 14:28simple. Green is data. That's all it
  365. 14:32means. Green is data.
  366. 14:34These are his bones, but they're bone
  367. 14:36data. So, we're never messing with
  368. 14:38these.
  369. 14:39The orange ones are something, though.
  370. 14:41So, this is an armature symbol. The
  371. 14:44little dude is an armature, and this is
  372. 14:47um an object or a mesh.
  373. 14:50Typically, the same thing, but mesh is
  374. 14:53what is, you know, consistent.
  375. 14:55Uh mesh can be skin, body, uh player,
  376. 15:00character. You may hear it different a
  377. 15:01lot a lot of different names depending
  378. 15:03what
  379. 15:05who's talking really but majority
  380. 15:08armature bones are the same. You will
  381. 15:10see the same. Sometimes they look a
  382. 15:12little different. You might see some
  383. 15:13bigger. You might see some smaller but
  384. 15:15they're all the same. They all do the
  385. 15:17same thing. So from here we want to
  386. 15:20obviously we want to get it into a game.
  387. 15:22But we're going to be doing a model swap
  388. 15:24today. So a model swap basically means
  389. 15:26we're going to be changing someone's
  390. 15:28model for another. So, we're going to go
  391. 15:29ahead and go in here and we're going to
  392. 15:31pick someone out. Like, um, who would be
  393. 15:34fun? Let's see. Um,
  394. 15:37you know what? Let's do Momo. Momo is
  395. 15:39probably the funn. I think it would be a
  396. 15:40pretty good one, especially because she
  397. 15:42doesn't have extra stuff to deal with.
  398. 15:44So, Momo. Momo's number 10 we saw. So,
  399. 15:47go to number 10.
  400. 15:50And we would find her office, right?
  401. 15:55So, this is Momo.
  402. 15:59And we're just the same thing. Save
  403. 16:02model
  404. 16:04default texture. Same thing.
  405. 16:13And open it up.
  406. 16:15Cool. So, we have her textures. And now
  407. 16:17we need her body.
  408. 16:21Great.
  409. 16:25So now we're do the same thing. Import
  410. 16:29px.
  411. 16:32Change it to this one. P10.
  412. 16:36And again, pressure Momo, yep, is
  413. 16:39ginormous. So, same thing. You just fix
  414. 16:42it. All right. So, now we're going to do
  415. 16:44the model swap. Model swapping is pretty
  416. 16:47simple. It just means moving one
  417. 16:49character's model to another. So, we're
  418. 16:51going to make it read in the files that
  419. 16:53it's reading Deku's. In reality, it's
  420. 16:55reading Momos. Simple.
  421. 16:59So, we look at Momo as our base. All
  422. 17:02right. If you need to, so it's easier on
  423. 17:05your face. You can actually turn off the
  424. 17:06eyeballs on the on the armature and on
  425. 17:11the mesh. So, Deku can be close for a
  426. 17:14bit because we're just going to look at
  427. 17:15Momos. So, Momo, we need to change her
  428. 17:18name to armateature. armature capital A
  429. 17:21and then armature.
  430. 17:24That's it. For the next part, which is
  431. 17:28the data, like I said, we don't usually
  432. 17:29mess with it. I'm just going to change
  433. 17:31it out of old habits because that's what
  434. 17:34we were taught when I first started, but
  435. 17:36now it's different, but just out of old
  436. 17:38habits.
  437. 17:39So, we're going to take Deku's name and
  438. 17:42put it on
  439. 17:44Amomos.
  440. 17:46So in order for this, I'm going to show
  441. 17:48you what happens when you delete wild
  442. 17:51hierarchy. Because if you remember, I
  443. 17:52said earlier, these are a hierarchy. If
  444. 17:55we delete the bones, there's nothing
  445. 17:57telling the body to stay. So what
  446. 17:59happens? He grows big again. So
  447. 18:05don't delete that like that. In a later
  448. 18:07episode, I'll teach you how to actually
  449. 18:08change him while doing that, but for
  450. 18:11right now, we just delete. And there you
  451. 18:14go. There's our Deku Momo.
  452. 18:18So, give yourself a round of applause.
  453. 18:19We just done. Simple as that. So, we
  454. 18:22just save it. Save your projects. Always
  455. 18:23save your projects. You never know what
  456. 18:25could happen. And then we're going to
  457. 18:26export it. But before we export it, make
  458. 18:29sure you have the SK's name.
  459. 18:31And in my situation, I have to do a I
  460. 18:35click A so everything is picked up. And
  461. 18:38go to file, export, FBX. And I already
  462. 18:41have the file open. So I would name it
  463. 18:43this and put export.
  464. 18:47But in case you guys because you guys
  465. 18:49won't have what the settings I do. So
  466. 18:52this will be the normal settings.
  467. 18:55The settings will be as follows.
  468. 18:58You come down and you notice it's going
  469. 19:00to say transform. That should be fine.
  470. 19:04But the ones that we need to change is
  471. 19:05geometry. Turn off apply modifiers.
  472. 19:08Armature. Turn off add leaf bones. Fleet
  473. 19:10bones makes it that the bones want to do
  474. 19:13a lot more than they should. And the
  475. 19:17Unreal engines doesn't know that. So, it
  476. 19:19tries to do a bunch of other junk and
  477. 19:21it's just a whole mess. It's better this
  478. 19:23way. And animations, we're not doing
  479. 19:25anything with animations, so we don't
  480. 19:27need to have it on. It's just extra
  481. 19:28space for nothing. And you can put plus
  482. 19:31and you can name it whatever you want.
  483. 19:33So, I already have one named My Hero
  484. 19:35Rumble exports. So now no matter what
  485. 19:37you know but in my settings I put limit
  486. 19:40to selected objects. So that's why I
  487. 19:43have to highlight mine
  488. 19:46and you just put export.
  489. 19:48Tada.
  490. 19:51That's all for Blender. We're done for
  491. 19:53Blender side. So now for the Unreal
  492. 19:55part. So Unreal just pull up a project
  493. 19:59games. Next, blank. Next, start with no
  494. 20:05starter content. You can click on that.
  495. 20:06No starter content. And you name it
  496. 20:07whatever. So, for this one, it's going
  497. 20:09to be Deku Momo or Momo Deu. Doesn't
  498. 20:11matter. Mo
  499. 20:16Eku. There you go. Mo. There's our
  500. 20:19lovable, lovable uh non broccoli
  501. 20:23heroin.
  502. 20:25Okay. So, when that loads up, we can go
  503. 20:28ahead and move on to the next things.
  504. 20:30So,
  505. 20:32I'm going to go ahead and open my
  506. 20:33documents. In my documents, I already
  507. 20:36have where the projects are saved. So,
  508. 20:37Unreal, as you saw, this is called MoCU,
  509. 20:41obviously. And these are my files. And
  510. 20:43you guys will also have this in the
  511. 20:44Google Drive. So, what you would do, I
  512. 20:46put it in my Unreal projects just
  513. 20:48because it's easier to move them. So,
  514. 20:50what I'll do, extract here, yes to all,
  515. 20:53and you would go into this file. From
  516. 20:55here you go to content character and you
  517. 20:58would change character three ref. Make
  518. 21:01sure you change it otherwise it will not
  519. 21:04read it because the game or the Unreal
  520. 21:07engines consider it as a different
  521. 21:09asset. It's really weird. Just you know
  522. 21:13change it. So, from here, you grab the
  523. 21:16characters and you're going to drag it
  524. 21:18out to Unreal Engine like that character
  525. 21:21and you're going to drag it to Mo or
  526. 21:23whatever you name your project or
  527. 21:24whoever you're swapping for. Grab the
  528. 21:25characters and drop it into content into
  529. 21:27content. Tada! We have the characters
  530. 21:29here now. Cool. So, clicking on this
  531. 21:32little hamburger button,
  532. 21:34we can see all the things dropped out.
  533. 21:37So, because we're doing a Deku model, we
  534. 21:39got to have Deku exactly like Deku. All
  535. 21:43right. So, we go look how Deku is.
  536. 21:47So, we're going to close this up a
  537. 21:48little bit and we're going to read how
  538. 21:50his was. So, obviously Deku character
  539. 21:52one model default mesh like that. So,
  540. 21:57this is the exact thing. So, we're going
  541. 21:58to go ahead and pull out our handy dandy
  542. 22:00little
  543. 22:01pin so this doesn't disappear. I
  544. 22:03recommend getting that um
  545. 22:08tool because it's really [ __ ] good,
  546. 22:10especially when you're doing you're
  547. 22:11typing a lot. So, we're going to do
  548. 22:12character one. The next one is model.
  549. 22:15This is also case sensitive. If you do
  550. 22:18not do case sensitive, it will not work.
  551. 22:21A lot of this has to be case sensitive
  552. 22:23when it's using the game's assets.
  553. 22:26But everything else, like materials,
  554. 22:29doesn't have to be, unless you're trying
  555. 22:31to get a specific one, but unless then
  556. 22:33you're making your own, so on so forth.
  557. 22:36All right. So from here, we'll back up
  558. 22:39once because we need to have a mat and a
  559. 22:41texture.
  560. 22:43So mat
  561. 22:48texture. Simple as that. So for and
  562. 22:53we're done with this right now. All
  563. 22:55right. So now I'm going to grab the
  564. 22:57textures. I mean grab the mesh. And you
  565. 23:01go to wherever your mesh is at.
  566. 23:04My mesh is in my uh documents and it's
  567. 23:08in my Blender Blender junk. My hero
  568. 23:11character one and we did it on default.
  569. 23:14So, drag it in. And so, it's going to
  570. 23:17pop up this menu. You're going to put
  571. 23:19the skeleton here. You're going to drag
  572. 23:22down.
  573. 23:24You're going to put instead it says
  574. 23:26search location, you're going to put all
  575. 23:28assets.
  576. 23:30It says create new material. create a
  577. 23:32new instant material and you're going to
  578. 23:33do body map. The reason why these
  579. 23:36characters are here is because it gives
  580. 23:38us all the material. This is actually an
  581. 23:40old choco here. I mean in in character
  582. 23:433. So find body map. And when you're
  583. 23:47done with that should look like this.
  584. 23:48And you put import.
  585. 23:50It's going to load it. This is a good
  586. 23:52sign. If you don't see a thousand broken
  587. 23:55[ __ ] that means you're doing good. This
  588. 23:57is good. X for example. So, like I
  589. 24:00mentioned, there's no Choco in here. You
  590. 24:02can open it up all the way. If you guys
  591. 24:04are big fans of My Hero, uh you may
  592. 24:06recognize this outfit.
  593. 24:09So,
  594. 24:12okay. Just a little weird controlling,
  595. 24:14but
  596. 24:16this was made by another modder.
  597. 24:19And this kind of is a guide to help you
  598. 24:22what you're supposed to do. So, if you
  599. 24:24get lost, here it is. But, we're going
  600. 24:26to go ahead and go back to ours. We're
  601. 24:29going to move the materials to the
  602. 24:31material folder.
  603. 24:34But now we got to do something
  604. 24:36specifically.
  605. 24:37So we're going to open up the skeleton
  606. 24:39mesh.
  607. 24:40And now we're going to drag down till we
  608. 24:43get to
  609. 24:47I believe
  610. 24:49ah here it is.
  611. 24:52I believe it's under import.
  612. 24:56Go to mesh. Yes. It says normals input
  613. 25:00method. Normals
  614. 25:03in
  615. 25:04real life terms is light
  616. 25:08because obviously a computer is a
  617. 25:10computer but in real life light bounces
  618. 25:13off and hits our eyes, right? And that's
  619. 25:15how we can see. That is the same thing
  620. 25:17what a normal does but for a game. So
  621. 25:20we're going to put import normals and
  622. 25:22tangents. This is to make sure hair,
  623. 25:26clothing, anything like that is not
  624. 25:28[ __ ] because otherwise it's going to
  625. 25:31be [ __ ] horrendous. But you save it
  626. 25:35and you can save it. That's it. And you
  627. 25:37X [music] out of this. So now you're
  628. 25:38going to right click on it and you're
  629. 25:40going to put reimpport.
  630. 25:42It's reimporting. There you go. Now it's
  631. 25:44good. You can save this at the top. Save
  632. 25:48all. So now we need the textures.
  633. 25:51So earlier we downloaded them, right? Go
  634. 25:55and find the textures
  635. 25:58which are right here. Drag this all open
  636. 26:02and drop them in.
  637. 26:05All right. Now we're fully done with F
  638. 26:07model. We don't need it. So we're going
  639. 26:09to open up all of the materials.
  640. 26:13Make them presentable so you don't feel
  641. 26:16like you're [ __ ] overwhelming
  642. 26:17yourself.
  643. 26:19And this part is relatively easy, but
  644. 26:22because it's so squished and dingy
  645. 26:25looking, and honestly, I hate this UI.
  646. 26:28Um, you can get things a little bit
  647. 26:31messed up. So, make sure you take the
  648. 26:33time and read what it says. So, this
  649. 26:35says body. Okay, body is another word
  650. 26:38for clothes.
  651. 26:40That's it. So, if it's body, make sure
  652. 26:43it says body, right? Body mat.
  653. 26:46So turn on color mask texture because we
  654. 26:49have a color mask. So this is the color
  655. 26:51mask as you can read. Default body color
  656. 26:53mask. Drag it on. Color texture. That's
  657. 26:56mom's body. Put that on. Now texture AO.
  658. 27:01And we put the AO.
  659. 27:03Save. All right. We're going to turn on
  660. 27:05two tone and three tone. Leave this one
  661. 27:08open and just save it for right now.
  662. 27:10Move to the next one. This one's I.
  663. 27:12We're going to drag this down.
  664. 27:14I. And you can kind of guess how this is
  665. 27:16supposed to go. So now this one is color
  666. 27:19texture. Find the eyeball and put it in.
  667. 27:22Save it. X. So that's really all to it.
  668. 27:27Of course, when you get more
  669. 27:29experienced, you can do different
  670. 27:31variations. You can do your own styles.
  671. 27:33There's no trouble. So this one's a lot
  672. 27:35of confusing for you guys. If you
  673. 27:37notice, it's eyeshadow. On the eyes,
  674. 27:40there's a little dot. That little like
  675. 27:42dot in the center. That's actually the
  676. 27:44eyelids. That's for that. See, it's a
  677. 27:47it's a circle. So, that's why it does
  678. 27:49that. But if you were to look at it in
  679. 27:51Blender, like how we looked at it here,
  680. 27:53it would show you that it goes there.
  681. 27:55Pretty cool trick, you know, but that's
  682. 27:58what it does. And you just save it.
  683. 28:02So now we can go to face. And obviously,
  684. 28:06if you guess what happens next, we find
  685. 28:08the face one and we put the face one.
  686. 28:16Save it. Move on to the next one. This
  687. 28:18one says hair.
  688. 28:23Hair
  689. 28:26color.
  690. 28:28Hair.
  691. 28:31And so this one.
  692. 28:35Oh, see this is why you want to you want
  693. 28:39to keep things open because I made a
  694. 28:41mistake. So, these do in fact do the
  695. 28:43same thing. These are skin and this is
  696. 28:45body. The problem is I put the wrong
  697. 28:48textures on. So, all I'm going to do is
  698. 28:50literally swap it to skin. That's it.
  699. 28:55And just turn off PMS. I don't really
  700. 28:57don't
  701. 28:58mind, you know, having these on, but
  702. 29:00they're not. These just make it look
  703. 29:02more tuny. And unless you're going for a
  704. 29:04specific style, it's not worth the
  705. 29:06trouble doing this. So this is the skin.
  706. 29:10Save it.
  707. 29:12Now this is the body which you would
  708. 29:14have all these on.
  709. 29:19Oh, wrong box.
  710. 29:25This is probably the the worst part of
  711. 29:27doing the segments of these mods because
  712. 29:30this is the boring part or the most
  713. 29:33ugliest part as I always say. So that's
  714. 29:36going to bother me. So I'm going to All
  715. 29:38right, there we go. So now that's
  716. 29:41obviously that's skin.
  717. 29:44Great. This is body. Great. So I told
  718. 29:48you to keep this one open. So we're
  719. 29:49going to open up a rocka. Go to
  720. 29:51material. And I do material 5. That's
  721. 29:53just old habit. There's no differences
  722. 29:54in the material. It's just five is, you
  723. 29:56know, it's a good number. So, we're
  724. 29:58going to copy this one. Says tune color
  725. 30:01tone two. Paste.
  726. 30:04Go to this one. Paste.
  727. 30:08And save.
  728. 30:11So, when we exit out of this, we can
  729. 30:13close up Oracus, open up mesh, and look
  730. 30:15at our deu.
  731. 30:17Amazing.
  732. 30:20So, let me explain a little bit more in
  733. 30:22depth what these do. So luckily enough
  734. 30:25for these Z files, these Z files are
  735. 30:28basically pre-did texture or values for
  736. 30:31us and they're automatically made
  737. 30:34textures. So this is obviously meant for
  738. 30:36skin. So it makes it look like well skin
  739. 30:39because you know [music] when light hits
  740. 30:41it makes it a little shiny whatever it
  741. 30:42be. Same with hair, same with the face,
  742. 30:46right? But these don't change colors.
  743. 30:49Neither does your eyeshadow or your
  744. 30:50eyes. Your clothes do though. So that's
  745. 30:52why we have the color mask and the sha
  746. 30:54uh the shadows for it. And for the
  747. 30:56coloring to change the colors with the
  748. 30:59mask, if you have other bits of clothing
  749. 31:01like other characters, then you will
  750. 31:03also have to do this as well. So you may
  751. 31:05get for anyone who's a big lemian fan
  752. 31:07and you may make a mod for him. When you
  753. 31:09make changing his mask, you have to do
  754. 31:11it this way as well. If it's clothing
  755. 31:14that automatically changes, you have to
  756. 31:16do it the same way as the body. Normally
  757. 31:19clothes will always go this way.
  758. 31:22If it's something else, you can always
  759. 31:24change it up. So eyes, hair, face are
  760. 31:27typically the ones you change,
  761. 31:28especially if you make your own
  762. 31:28material. You could do your own type of
  763. 31:31style as well.
  764. 31:33So after that,
  765. 31:36you're good. Save all. And you just cook
  766. 31:40it.
  767. 31:43So while that's cooking, you can go
  768. 31:45ahead and get everything else ready for
  769. 31:46our next part. So our next part is
  770. 31:48pretty simple. We just go up and
  771. 31:49wherever you keep your mods at. I keep
  772. 31:51my mods on these files. Obviously, you
  773. 31:52can see a bunch of mods that I've been
  774. 31:54working on. Copy,
  775. 31:57paste, because you should also be giving
  776. 31:59this inside uh
  777. 32:02in the Google Drive that I'll be
  778. 32:04sending.
  779. 32:05And then right here, we're going to name
  780. 32:06it Modeku
  781. 32:09or Mocha, whatever initially put it. And
  782. 32:12I'm going to open it up. Content. And
  783. 32:15then we're going to go ahead and go back
  784. 32:16and find the cooked file.
  785. 32:19So document go ahead and go to Unreal
  786. 32:22projects. If it lets me go to Unreal
  787. 32:24projects, go ahead and go find Moku
  788. 32:27saved
  789. 32:28cooked Windows
  790. 32:31Mo content character and then it's
  791. 32:35character one. So I'm just going to grab
  792. 32:37character one and drag it in.
  793. 32:40So again, this follows the same
  794. 32:42structure as our F models already do.
  795. 32:46So, we open this up.
  796. 32:49It should follow the same structure as
  797. 32:51the normal deck.
  798. 32:54So, we'll go ahead and go like this for
  799. 32:56the just for the guy or the for you can
  800. 32:58follow along and see it.
  801. 33:03So, it goes character obviously right
  802. 33:06there. Content character character one
  803. 33:09model default material mesh texture
  804. 33:13which it also does. and go to mesh. And
  805. 33:15remember I told you we don't mess with
  806. 33:17the physical asset. So we can just
  807. 33:18delete this. We're only doing defaults.
  808. 33:21We don't got to do nothing else. So
  809. 33:23that's done. So from here,
  810. 33:27pull it all the way out and you
  811. 33:29literally drag it down to the pkg.
  812. 33:33Hopefully you extract this part. You
  813. 33:36extract it and you should get unreal
  814. 33:38pack.exe
  815. 33:39compression without unpack. What all
  816. 33:42these are differently really is what
  817. 33:45they do. We compression makes it that
  818. 33:47the file is going to be smaller. We
  819. 33:49compression is going to make sure uh
  820. 33:52that it's going to be the normal size.
  821. 33:54What it does, it just makes it easier
  822. 33:55for when you want to import stuff. For
  823. 33:58example, I would use whiff compression.
  824. 34:00So, that being said, you this is your
  825. 34:02mod. So, we're going to go ahead and
  826. 34:04open up our mod folder. I have mine
  827. 34:05already tapped in. So, right again, as
  828. 34:07you remember, content packs mods. So,
  829. 34:10I'm going to show you another mod that
  830. 34:11I've been working on just as a little
  831. 34:13treat.
  832. 34:14So, we got Icarus and we got Mo. So, now
  833. 34:18we just open up my hero. So, my hero.
  834. 34:23So, as that's starting up, we just got
  835. 34:27to wait. So, I want to discuss the
  836. 34:31naming schemes going on with the mod
  837. 34:33files. So, this is your base mod file.
  838. 34:37Xmod name unders or dash windows no
  839. 34:40editor underscorep.
  840. 34:42Uh you can name it whatever but always
  841. 34:43keep an x because we wanted to be loaded
  842. 34:45last. If you had the same name like deku
  843. 34:47and deu right it wouldn't know which one
  844. 34:50goes first and say yours had something
  845. 34:52that was supposed to be loaded last it
  846. 34:54would get pushed to the top and in doing
  847. 34:56so it can overwrite it or it would not
  848. 34:59even work at all. So you want to make
  849. 35:00sure it has an X on it because there's
  850. 35:02nothing in the game that should have an
  851. 35:03X in it. Like think about it, what you
  852. 35:06know like what can I have? So that's why
  853. 35:08you use X's. You can also use Z's, W's,
  854. 35:11Y's, doesn't matter. Just the very end
  855. 35:13of the alphabet is preferred. No numbers
  856. 35:15because numbers will actually shoot it
  857. 35:16to the top. Um dash Windows no editor is
  858. 35:21basically the game. That's basically
  859. 35:22saying this is a game like do not mess
  860. 35:25with it. Don't [ __ ] with it. UP is a
  861. 35:28patch. It's a patch file. We're
  862. 35:30basically putting a patch out. That's
  863. 35:32why it's able to be on top of our game
  864. 35:33and that's why it doesn't affect anyone
  865. 35:34else or anything like that or it doesn't
  866. 35:36even affect the main game because it's a
  867. 35:38pack file. It's a cosmetic patch. That's
  868. 35:41literally what we're doing. We're making
  869. 35:42patches basically. So that is why these
  870. 35:45naming scheme is really important. So
  871. 35:47you have to have Windows no editor in
  872. 35:49each of them and same thing. See? So it
  873. 35:51goes Windows no editor_p.pack.
  874. 35:54So that's the reason. So you always have
  875. 35:55to keep that. If not, it will not work.
  876. 35:57It will not even launch. So, make sure
  877. 36:00you keep that there. Don't mess with
  878. 36:02them. It's better just to do it the
  879. 36:04right way.
  880. 36:08It for whatever reason takes forever.
  881. 36:12All right. So,
  882. 36:15before anything, I came in here before I
  883. 36:17started the recording events going on
  884. 36:19>> to edit his outfit. So, we go into
  885. 36:21customization,
  886. 36:24press okay,
  887. 36:26and we go to Momo. There she is. This
  888. 36:29costume is perfect.
  889. 36:30>> Oh, wow. That's a cool little outfit.
  890. 36:33I like that color.
  891. 36:38So, these are all the colors for them.
  892. 36:42Pretty neat.
  893. 36:47I really like this one. That is really
  894. 36:48cool. So, we're going to obviously
  895. 36:50apply.
  896. 36:52You know what? What was the other color?
  897. 36:54We got this pink one. Other one's kind
  898. 36:55of cool. Let's do this one. This costume
  899. 36:57is perfect.
  900. 36:59>> All right, so now
  901. 37:01we have that outfit. So, we'll go ahead
  902. 37:04and go into training
  903. 37:10so you can test out. Everything's
  904. 37:12rigged, so she still be talking. I same
  905. 37:16thing.
  906. 37:16>> Let's go.
  907. 37:17>> But it's Deku, so it's gonna obviously
  908. 37:18be doing Deku's voices. If you really
  909. 37:20wanted to, um, you could also edit
  910. 37:23everything else, but of course, that is
  911. 37:24a tutorial down the line.
  912. 37:27Right now
  913. 37:28>> it runs the same.
  914. 37:31>> Shots the same
  915. 37:33fight the same.
  916. 37:35>> Only thing is now you'reicking.
  917. 37:39It's time for the battle to start.
  918. 37:43>> Congratulations. That is how you do a
  919. 37:44model swap. And this goes for every
  920. 37:47character in the game.
  921. 37:48>> Okay, let's go.
  922. 37:55But
  923. 37:56and as I thank you guys for watching and
  924. 37:58I probably, you know, as I want to teach
  925. 38:01you guys more, I'll be showing you a
  926. 38:03personal skin that I've been working on
  927. 38:06that I don't even have on. Oh my god.
  928. 38:09Well, this is the Icorus mod for him. If
  929. 38:11you guys know the story, basically a
  930. 38:12man, you know, flew too close to the
  931. 38:15sun.
  932. 38:19So,
  933. 38:22custom wings,
  934. 38:24custom halo on top of that, you know, a
  935. 38:27whole new outfit.
  936. 38:31These are some some of the small things
  937. 38:33you can make when you start learning
  938. 38:35more. And again, you don't have to have
  939. 38:38a lot of Blender experience.
  940. 38:40Having Blender experience definitely
  941. 38:42helps you, you know, like streamline it,
  942. 38:45but it is not required. And as long as
  943. 38:48you, you know, have some common sense,
  944. 38:51you can do it.
  945. 38:53I hope you guys enjoyed today's guide.
  946. 38:55There'll be much more videos coming out
  947. 38:56soon, especially how to rig characters
  948. 38:58from different games, how to make your
  949. 39:00own clothing, how to move clothing from
  950. 39:02one character to another. Also, how to
  951. 39:04make your own physics and much, much
  952. 39:06more. Please stay tuned. I want to give
  953. 39:08a special thanks to Zol and Taz
  954. 39:11respectively, for both of their Discords
  955. 39:12being amazing places. And thank you so
  956. 39:14much for watching to the end.
  957. 39:17Ciao.

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This page contains the full transcript of How to CREATE Mods for My Hero Ultra Rumble Full Guide | In-Game Model Swaps | Part 1 by ImagineNoHeaven, generated from the public captions YouTube serves with the video. The transcript has 6,513 words across 957 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.

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