KumaKuma Manga Editor

KumaKuma Manga Editor

View Stats:
manoplayinc May 17, 2019 @ 10:12am
Can I have a tutorial on how to create a 3D character (possibily in English)
I have a FBX model of a character and I want to add it to KumaKuma. I tried to follow the Chinese guide (google translate, i didn't understand anything), I tried to understand manually the Workshop Upload Tool, and... no luck. Can someone teach that to me. Please <3 <3
< >
Showing 1-15 of 19 comments
Rezel May 17, 2019 @ 2:10pm 
for the most part i think it relies on the auto bone mapping software built into unity and then you have to tweak some stuff, ive had a lot of issues with setting it properly, as far as Manoplayinc's question, the program does not work with FBX, you need to sue the u3dwin file format, its stated in some of the help documents and to do that you need to find a plugin file thats berried in the programs folders that is for unity (needs to use the right version of unity ontop of that too or i guess you get more errors when trying to export)

i can only give general guidance on where to look and get on the path of what ive learned looking over the docs, ive been able to upload a file and have it show up in my Roles list, but have yet to get the 3d character to display properly due to wrong versions of unity and probably messing up the XML file set up as thats very confusing in its self because it requires a lot of unique id numbers that are used to references other parts
manoplayinc May 17, 2019 @ 11:18pm 
I installed the plug in, but u3dwin does represent a Unity game object, which can be an fbx file or a general Game Object with mesh renderer. I don't know thich to use.
Then, where should I place the u3dwin in the plug in directory?
Rezel May 22, 2019 @ 11:01am 
i had to finagle it around a bit tell it started to show up, but i think i used one of the dropdowns at the top to find the Import Package option, find the package wherever you saved it, let it do its thing, saved my project. rebooted unity, and then i had the exporter in tools, i dont think i had to enable anything else, but i might have had to enable one of the profile options to get the tools section to show up.

but most importantly is after you import the plugin, you need to save and reboot the program or it wont show up
manoplayinc May 23, 2019 @ 3:40pm 
Maybe I didn't express myself right, I have the plugin and it works, but I don't know that to export... a prefab representing a GameObject with a MeshRenderer, or simply the FBX file. And then, how can I add the u3dwin to my KumaKuma installation?
Rezel May 24, 2019 @ 12:09pm 
ill skip ahead to the point where well say you have your u3dwin file.

when you have this file you open KumaKuma app as normal.

at the top of the screen go to the help drop down, then select "Workshop Upload Tool"
this will open a new window to "create a mod"

so you want to hit the big old button that says "Create New Mod"

at this point you need to name it, put in descriptions, preview images, who can see it, what tags it falls under, then you get to the files section, youll want to download the example data useing the buttons to set up all the file syou need like the XML and such, then use the Add button to put in your u3dwin file, xml's, and whatever else depending on what the object your uploading is.

use "CheckFile" to validate that you have everything it needs, then use upload.

that will get the file to the workshop, youll need to restart KumaKuma though before anything you add from the workshop will display, i think youll need to subscribe to your own item though so keep that in mind, you can also just set it to private if your just doing tests and dont want others to see it yet
manoplayinc May 24, 2019 @ 2:05pm 
So I have to add both the FBX and the U3DWIN file?

And then, I'll repeat again, my question is about what should the u3dwin contain? Should I save with AssetBuilder the FBX file or the GameObject?
manoplayinc May 25, 2019 @ 6:25am 
And, additionally, how should I create my FBX? I succesfully imported a downloaded FBX of Deku (MHA) (rigged) it does not work. It shows as a bunch of triangles.
Rezel May 28, 2019 @ 10:07am 
well, this is going to kind of suck and i know you tried doing something like this before in the OP, but more or less your going to have to google translate this document to know how to set it up and export

in your steam directory:
...\Steam\steamapps\common\KumaKuma Manga Editor\WorkshopTool\KumaKumaWorkshopTool_Data\StreamingAssets\modset\KumaKuma模型导入Unity输出u3dwin格式步骤.doc

this will have all the things you need to do, and more or less what I've been using to try and get this to work

I've been strapped on time lately with a lot of things, but i wanted to try and do some interpretations on it with google translate doing the bulk of the work, just never any time ><
Last edited by Rezel; May 28, 2019 @ 10:26am
manoplayinc May 28, 2019 @ 2:00pm 
I arleady tried to google translate it but the software in pictures... what software is this? I can't identify it in none of the ones I use (Unity, Cinema4D, Blender, Source SDK)
Neko May 29, 2019 @ 2:29am 
Originally posted by manoplayinc:
I arleady tried to google translate it but the software in pictures... what software is this? I can't identify it in none of the ones I use (Unity, Cinema4D, Blender, Source SDK)
I believe it's 3ds Max.
Last edited by Neko; May 29, 2019 @ 2:30am
Rezel May 29, 2019 @ 8:50am 
Originally posted by manoplayinc:
I arleady tried to google translate it but the software in pictures... what software is this? I can't identify it in none of the ones I use (Unity, Cinema4D, Blender, Source SDK)
that looks like Unity to me, when i was looking it over all the auto rig and character windows look like that, unless 3ds Max looks the same as unity, (have not touched 3ds max in about 15+ years)
manoplayinc May 30, 2019 @ 11:14am 
I use Unity almost everyday, and it's not unity, even if it could be. It looks like Blender, but it's quite different, so I'll try 3DS Max. The rigging is done in unity without any doubt using truerigger.
Casaray230 May 30, 2019 @ 5:00pm 
anyone try and see if it would work with a rigged model from vroid? it spits out a .VRM file not sure if it would work tho
manoplayinc May 31, 2019 @ 8:11am 
I think it should be first converted to FBX and then do the FBX procedure (which I still did not fully understand). Both unity and blender can convert VRM.
Rezel Jun 7, 2019 @ 11:22am 
Vroid models get a bit messy, something goes wrong with the bones in the legs when i tried it a few times loading it into an editor.

the conversion method though for a VRM is to just open it in the windows 10 built in 3d tool and re-save it.

i think its one of thous things where i need to find a plugin to convert them better.

i still really want to like this program, in general being able to make custom poses extends the usability in the design process, but the limited clothing options and lack of being able to make any sort of combinations hurts the usability in anything other then a template to draw over, and then just issues with trying to import custom models make it a bit frustrating, i think im going to have to just wave the white flag on this program tell the library brings in more unique and individual models that can be made within the app, or more generic style characters start showing up in the workshop, its great to see touhou, one punch, ect... characters in there, but cant exactly make a comic with a bunch of known characters and expect people to view them as a character outside of the original characters mindset.
< >
Showing 1-15 of 19 comments
Per page: 1530 50