Overview
A basic overview of how to create mods for 3D Custom Lady Maker.This guide is based on a translation of the Japanese documentation contained in the original modding tools.
Introduction and Overview
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3DCLM Modding Tools Documentation ver.0.9.0
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◇ Overview ◇
This is the documentation for the 3D Custom Lady Maker (3DCLM) modding package.
The 3DCLM modding package allows users to load their own custom models into 3DCLM as mods.
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◇ Obtaining the Modding Tools ◇
We hope to provide an all-ages version of the modding tools soon.
For the moment, the original modding tools for the Japanese version linked to in the following thread will work:
[link]
In their current state, these tools should not be downloaded or used by anyone under the age of 18.
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◇ Execution Environment ◇
These tools require the Unity development platform at version Unity2018.2.13f1 or higher.
◇ Installation ◇
To get started, import the mod tools package file into Unity via [Assets]->[Import package]->[Custom Package…]
◇ Uninstallation ◇
Delete the Assets/MOD folder, or remove the file structure listed above and all associated items.
◇ File Structure ◇
Assets/ └Mod/ ├README.txt ├Models/ │ ├Earrings.fbx │ ├Girl.fbx │ ├LongHairB.fbx │ ├LongHairF.fbx │ ├RecruitSkirt.fbx │ ├RecruitSuit.fbx │ └Sunglasses.fbx ├Samples/ │ ├BG/ (Background mod samples) │ ├Equip/ (Clothing mod samples) │ └Motion/ (Motion mod samples) └Scripts/ ├CaptureCamera.cs ├HierarchyOutput.cs ├LightmapPrefab.cs ├ModBackground.cs ├ModBase.cs ├ModDefine.cs ├ModEquip.cs ├ModMotion.cs ├Editor/ │ ├Editor_ModBackground.cs │ ├Editor_ModEquip.cs │ └Editor_ModMotion.cs └SpringBone ├SpringBone.cs ├SpringCollider.cs └SpringManager.cs
◇ Usage ◇
The creation process is different for each type of asset. Please refer to the included samples and the later sections of this guide.
●Things to watch out for
・Duplicate file names at export time will result in a broken, un-loadable AssetBundle, so the assets loaded first are given priority.
◇ Liability ◇
The creators and providers of this package accept no responsibility for damages of any kind arising from its use.
◇ Copying ◇
The use of scripts or any other assets included in this package for commercial purposes is prohibited.
◇ FAQ / Known Bugs ◇
◇ Version History ◇
2018/11/14 社長隷嬢セレクションMOD用パッケージ ver1.0 created.
2019/04/23 English translation provided.
Creating a Background
◇ Summary ◇
This is the documentation for the 3D Custom Lady Maker modding package.
This text explains how to create a background.
◇ Making a Background ◇
●Create your assets
1. Add an object to the scene.
2. Add Component “ModBackground.cs” to the root of the object.
3. Set a thumbnail. (If you want — skipping this won’t cause an error)
4. Export using the 「エクスポート」 button on the Mod Back Ground script component.
◇ LightmapPrefab.cs ◇
This is an optional component you can add with Add Component.
It allows you to use baked lighting data.
Simply bake your lights and then run Setup from the menu with the gear icon.
You can set the following items:
・Apply Skybox To Camera (Whether to set the ClearFlag on the Camera for the Skybox or not)
・Skybox
・Custom Reflection
・Main Lights (Lights that can be adjusted with the in-game light settings)
◇ Additional Information ◇
・Lights specified as MainLights with LightmapPrefab.cs need to be under the object root.
Creating Equipment
◇ Summary ◇
This is the documentation for the 3D Custom Lady Maker modding package.
This text explains how to create equippable items.
◇ Making Equipment ◇
●Create your assets
1. Add an object to the scene.
2. Add Component “ModEquip.cs” to the root of the object.
3. Set the asset name, category, etc. (Not all settings are necessary to avoid an error)
4. Export using the 「エクスポート」 button on the Mod Equip script component.
◇ Hair ◇
The root should be positioned so that it matches Girl.fbx.
◇ Accessories ◇
All accessories have their root offset restored to 0 when equipped.
You should either set the Transform of the object root to match the corresponding equipment position in Girl.fbx, or else create an empty object one level higher and adjust it in Unity so that it matches Girl.fbx.
◇ Bone Structure ◇
For clothes, please consult the bone structure in the sample. Bones in clothing with the same names as character bones are replaced with references to those character bones.
You can set your own bone structure for hair. Bones beginning with T_ will be stretchable along the Y axis with the Hair Length setting.
●Bone Structure
※ In the interests of keeping this guide PG-13, a few bone names below have been censored in this guide 〜♡.
Hips ├a♡♡♡ ├J_LeftHips │ └J_LeftHips1 ├J_RightHips │ └J_RightHips1 ├LeftUpLeg │ └LeftLeg │ ├LeftFoot │ │ └LeftBigToe │ │ ├LeftBigToe 1 │ │ └LeftSecondToe │ └LeftKnee ├RightUpLeg │ └RightLeg │ ├RightFoot │ │ └RightBigToe │ │ ├RightBigToe 1 │ │ └RightSecondToe │ └RightKnee ├Spine │ └Spine1 │ └Spine2 │ ├J_Leftbreast │ │ └J_Leftbreast1 │ │ └J_Leftbreast2 │ ├J_Rightbreast │ │ └J_Rightbreast1 │ │ └J_Rightbreast2 │ ├LeftShoulder │ │ └LeftArm │ │ └LeftArm1 │ │ ├AC_LeftWrist │ │ ├LeftElbow │ │ └LeftHand │ │ ├LeftHandIndex │ │ │ └LeftHandIndex1 │ │ │ └LeftHandIndex2 │ │ ├LeftHandMiddle │ │ │ └LeftHandMiddle1 │ │ │ └LeftHandMiddle2 │ │ ├LeftHandPinky │ │ │ └LeftHandPinky1 │ │ │ └LeftHandPinky2 │ │ ├LeftHandRing │ │ │ ├AC_LeftRing │ │ │ └LeftHandRing1 │ │ │ └LeftHandRing2 │ │ └LeftHandThumb │ │ └LeftHandThumb1 │ │ └LeftHandThumb2 │ ├Neck │ │ ├AC_Neck │ │ └Head │ │ ├AC_Glasses │ │ ├AC_Head │ │ ├AC_LeftEar │ │ ├AC_RightEar │ │ ├EyeBall_L │ │ ├EyeBall_R │ │ ├F_Chin │ │ │ ├Tongue_01_C │ │ │ │ └Tongue_02_C │ │ │ │ └Tongue_03_C │ │ │ └tooth_under │ │ └tooth_up │ └RightShoulder │ └RightArm │ └RightArm1 │ ├AC_RightWrist │ ├RightElbow │ └RightHand │ ├RightHandIndex │ │ └RightHandIndex1 │ │ └RightHandIndex2 │ ├RightHandMiddle │ │ └RightHandMiddle1 │ │ └RightHandMiddle2 │ ├RightHandPinky │ │ └RightHandPinky1 │ │ └RightHandPinky2 │ ├RightHandRing │ │ ├AC_RightRing1 │ │ └RightHandRing1 │ │ └RightHandRing2 │ └RightHandThumb │ └RightHandThumb1 └ └RightHandThumb2 └v♡♡♡♡♡
◇ Handling Blend Shapes ◇
The names of Blend Shapes should contain one dot. The left side of this dot can be an arbitrary string; the right side of this dot needs to follow a certain format.
The part of the name following the dot needs to contain one of the following morph names, followed by either _min or _max.
For example: bShape.Neck_min and bShape.Neck_max.
Neck Thickness
Neck
Breast Thickness
Rib
Breast Size
Breast
Arm Thickness
Arm
Waist Thickness
West
Hip Size
Pelvis
Butt Size
A♡♡
Leg Thickness
Leg
Nipple Length
Nipple
Areola Size
Areola
◇ Controlling Rendering Order with RenderQueue ◇
The RenderQueue indexes for the shaders used in this game are outlined below. Queue indexes for shaders used by mods can be set with with the following information in mind.
Water
2001
Impermeable Clothing
2005
Skin
2010
Skin Decals
2012
Skin Parts
2014
Paint
2016
Underwear
2020
Socks
2040
AlphaTest
2226
Woman Mosaic
2700
Transparent
2726
Body Fluids
2733
Hair
2735
Glass
2740
Man
2750
Man Mosaic
2751
◇ Note on Shaders ◇
Shaders are not included in the mod tools package.
◇ Additional Information ◇
Clothes and hair require precisely one SkinnedMeshRenderer. They will not function properly with any more or any less.
Creating a Motion
◇ Summary ◇
This is the documentation for the 3D Custom Lady Maker modding package.
This text explains how to create motions.
◇ Making a Motion ◇
●Create your assets
1. Add an empty object to the scene.
2. Add Component “ModMotion.cs” to your empty object.
3. Set the asset name, ManController, etc. (Not all settings are necessary to avoid an error)
4. Export using the 「エクスポート」 button on the Mod Motion script component.
You can use the Avatar and Mask to move portions of the model not controlled by the Humanoid rig.
◇ Additional Information ◇
The empty object is necessary because ModBase extends MonoBehavior.
Applying Mods
How to Apply Mods
In 3D Custom Lady Maker, applying mods is easy! Simply place the mod files in the 3DCustomLadyMaker_Data/Mod folder inside the game’s installation directory.
Mod files come in the following types:
Mod Type
Extension
Usable Mode
Background
.ssbg
Situation
Equipment
.sseq
Character Creation
Motion
.ssmt
Situation
Then, when you run the game, the mods should be available in the corresponding mode.
- Backgrounds will be selectable when you enter Situation mode.
- Equipment of each type will be selectable under the corresponding category in Character Creation.
- Motions will be selectable under the Mod category in Situation mode.
Happy modding!