DarthValeria Posted March 25, 2019 Posted March 25, 2019 Hello guys, I'm Darth Valeria and I hope you're doing alright <3I need help for the problem i cant solveAnd english is not perfect so sorry for grammar errors I'm trying to convert SWTOR models into Jedi Academy by using blenderI adjusted model to the skeleton , i did weight paints as 95%So in short, almost everything is readyBut i have three problems at modelling and converting 1- I cant move skeleton to make sure i did weight painting2- I dont know how to do weight transfer3- I cannot export my character as glm format Please help me and contact me in discord , if possible DarthValeria#6365
AshuraDX Posted March 25, 2019 Posted March 25, 2019 @@DarthValeria Moved the thread to the proper subforum DarthValeria likes this
DarthValeria Posted March 25, 2019 Author Posted March 25, 2019 @@DarthValeria Moved the thread to the proper subforum How so?
AshuraDX Posted March 25, 2019 Posted March 25, 2019 How so?you posted this in tutorials, but this is not a tutorial - you are asking for help.
DarthValeria Posted March 25, 2019 Author Posted March 25, 2019 you posted this in tutorials, but this is not a tutorial - you are asking for help.Can you delete this topic from here?I putted my topic in the right place
AshuraDX Posted March 25, 2019 Posted March 25, 2019 @@DarthValeria you did not.The request forum is also not the proper forum, although it's better then tutorials.This thread is in the right spot, I moved it to modding assistance - which is the forum to post your modding related questions, the forum to go to when you need help with solving a modding related problem.
ooeJack Posted March 26, 2019 Posted March 26, 2019 Heya Darth Valeria. 1: To move the skeleton, you need to be in 'Pose Mode'. To get into pose mode, go to the bottom of the screen where it'll show what current 'mode' you're on. It should either say Object Mode, Edit Mode, Weight Mode etc. Make sure your skeleton is selected, hit that button at the bottom and change it to Pose Mode. You should now be able to select a bone, and rotate it and be able to check your weights. 2: By "weight transfer" I assume you're talking about how to adjust weights specifically so that when you rotate a bone, it'll move specific vertices. While you're in weight paint mode, look to the right, at the properties panel, and select the 'Object data' button. It kinda looks like a downwards pointing triangle. Once you select that, it'll bring you a bunch of settings and stuff below it, search for the "Vertex Groups" panel. As you're weight painting, you select the vertex group which corresponds to a bone in the 3D scene. So if you're working on the elbow, you find the vertex group that corresponds with the elbow (Should be named so it should be easy to find), and you start working on that. If you find that when you're testing by going into pose mode and moving the elbow, and it's moving too much, then go back to vertex groups and select the parent bone, ("Parent Bone" meaning the bone/vertex group that is above the current bone) and add a bit of weight there so that it spreads among the 2 and therefore is moved less when testing the elbow bone. https://jkhub.org/images/D65RoSQ.pngIn the above image, "lhumerusX" is the parent of "lradius" 3: You gotta get the Ghoul 2 addon to be able to import and export JKA models/skeletons. I'm not sure where to get that anymore. Hopefully somebody else can answer this part. Good luck, mate!! ooeJack p.s. You're asking for assistance for a mod you're working on. "Modding Assistance" part of the forum is the way to go! Psyk0Sith, DarthValeria and Smoo like this
DarthValeria Posted March 26, 2019 Author Posted March 26, 2019 Heya Darth Valeria. 1: To move the skeleton, you need to be in 'Pose Mode'. To get into pose mode, go to the bottom of the screen where it'll show what current 'mode' you're on. It should either say Object Mode, Edit Mode, Weight Mode etc. Make sure your skeleton is selected, hit that button at the bottom and change it to Pose Mode. You should now be able to select a bone, and rotate it and be able to check your weights. 2: By "weight transfer" I assume you're talking about how to adjust weights specifically so that when you rotate a bone, it'll move specific vertices. While you're in weight paint mode, look to the right, at the properties panel, and select the 'Object data' button. It kinda looks like a downwards pointing triangle. Once you select that, it'll bring you a bunch of settings and stuff below it, search for the "Vertex Groups" panel. As you're weight painting, you select the vertex group which corresponds to a bone in the 3D scene. So if you're working on the elbow, you find the vertex group that corresponds with the elbow (Should be named so it should be easy to find), and you start working on that. If you find that when you're testing by going into pose mode and moving the elbow, and it's moving too much, then go back to vertex groups and select the parent bone, ("Parent Bone" meaning the bone/vertex group that is above the current bone) and add a bit of weight there so that it spreads among the 2 and therefore is moved less when testing the elbow bone. https://jkhub.org/images/D65RoSQ.pngIn the above image, "lhumerusX" is the parent of "lradius" 3: You gotta get the Ghoul 2 addon to be able to import and export JKA models/skeletons. I'm not sure where to get that anymore. Hopefully somebody else can answer this part. Good luck, mate!! ooeJack p.s. You're asking for assistance for a mod you're working on. "Modding Assistance" part of the forum is the way to go! Your answer is very useful, Can you contact me in Discord if possible, we can solve this problem together ooeJack likes this
DarthValeria Posted March 28, 2019 Author Posted March 28, 2019 Heya Darth Valeria. 1: To move the skeleton, you need to be in 'Pose Mode'. To get into pose mode, go to the bottom of the screen where it'll show what current 'mode' you're on. It should either say Object Mode, Edit Mode, Weight Mode etc. Make sure your skeleton is selected, hit that button at the bottom and change it to Pose Mode. You should now be able to select a bone, and rotate it and be able to check your weights. 2: By "weight transfer" I assume you're talking about how to adjust weights specifically so that when you rotate a bone, it'll move specific vertices. While you're in weight paint mode, look to the right, at the properties panel, and select the 'Object data' button. It kinda looks like a downwards pointing triangle. Once you select that, it'll bring you a bunch of settings and stuff below it, search for the "Vertex Groups" panel. As you're weight painting, you select the vertex group which corresponds to a bone in the 3D scene. So if you're working on the elbow, you find the vertex group that corresponds with the elbow (Should be named so it should be easy to find), and you start working on that. If you find that when you're testing by going into pose mode and moving the elbow, and it's moving too much, then go back to vertex groups and select the parent bone, ("Parent Bone" meaning the bone/vertex group that is above the current bone) and add a bit of weight there so that it spreads among the 2 and therefore is moved less when testing the elbow bone. https://jkhub.org/images/D65RoSQ.pngIn the above image, "lhumerusX" is the parent of "lradius" 3: You gotta get the Ghoul 2 addon to be able to import and export JKA models/skeletons. I'm not sure where to get that anymore. Hopefully somebody else can answer this part. Good luck, mate!! ooeJack p.s. You're asking for assistance for a mod you're working on. "Modding Assistance" part of the forum is the way to go! Thank you so much man, you're one of 3 persons who helped me to solve this problem I can now easily export and convert my models into Jedi Academy , thank you a lot I owe you ooeJack likes this
ooeJack Posted March 29, 2019 Posted March 29, 2019 That's good to hear, DarthValeria! Good luck with your current and future projects! ooeJack DarthValeria likes this
DarthValeria Posted March 29, 2019 Author Posted March 29, 2019 That's good to hear, DarthValeria! Good luck with your current and future projects! ooeJackI got a small problem at exporting, dudeI can easily manage to export the model perfectly butWhen i export it it is unusually becomes 1 kb onlyAnd i create model_default and shader files for model and i create a model for itBut it crashes when i ever playermodel of my modelCan you help me about it please? I use latest version of plugin
Solution ooeJack Posted April 1, 2019 Solution Posted April 1, 2019 Heya DarthValeria. Unfortunately I've never had that problem before, so I'm not sure if I can help you with that. When I was working on characters for JKA, I wrote down some notes to help me during export. They might help you out: - EXPORT CHARACTER [Current Character Progress: 0%] - Make sure scene only contains just the Character + Tags & Skeleton - Set skeleton pose to 'Rest Position' - Place "_humanoid.gla", "animation.cfg" & "animevents.cfg" into _humanoid folder - File > Export > 'JA Ghoul 2 model (.glm)' - Left panel Properties: - base Path = The directory that leads to and includes the base folder - Example: "C:\Projects\FINAL OUTPUT - OBIWAN\base" - .gla name = The directory following /base that leads to and includes the '_humanoid' file - Example: "models/players/_humanoid/_humanoid" - MUST CONTAIN FORWARD SLASHES (/), NOT back slashes (\) - Check the following, then EXPORT: - Model must be named "model.glm" and exported to 'models/players/<character name>/"model.glm"' Hope this helps. ooeJack DarthValeria likes this
DarthValeria Posted April 1, 2019 Author Posted April 1, 2019 Heya DarthValeria. Unfortunately I've never had that problem before, so I'm not sure if I can help you with that. When I was working on characters for JKA, I wrote down some notes to help me during export. They might help you out: - EXPORT CHARACTER [Current Character Progress: 0%] - Make sure scene only contains just the Character + Tags & Skeleton - Set skeleton pose to 'Rest Position' - Place "_humanoid.gla", "animation.cfg" & "animevents.cfg" into _humanoid folder - File > Export > 'JA Ghoul 2 model (.glm)' - Left panel Properties: - base Path = The directory that leads to and includes the base folder - Example: "C:\Projects\FINAL OUTPUT - OBIWAN\base" - .gla name = The directory following /base that leads to and includes the '_humanoid' file - Example: "models/players/_humanoid/_humanoid" - MUST CONTAIN FORWARD SLASHES (/), NOT back slashes (\) - Check the following, then EXPORT: - Model must be named "model.glm" and exported to 'models/players/<character name>/"model.glm"' Hope this helps. ooeJack I have a new problem now unfortunately You can take a look to file solve the problem if you wantPlease help me, it's so important
DarthValeria Posted April 3, 2019 Author Posted April 3, 2019 Heya DarthValeria. Unfortunately I've never had that problem before, so I'm not sure if I can help you with that. When I was working on characters for JKA, I wrote down some notes to help me during export. They might help you out: - EXPORT CHARACTER [Current Character Progress: 0%] - Make sure scene only contains just the Character + Tags & Skeleton - Set skeleton pose to 'Rest Position' - Place "_humanoid.gla", "animation.cfg" & "animevents.cfg" into _humanoid folder - File > Export > 'JA Ghoul 2 model (.glm)' - Left panel Properties: - base Path = The directory that leads to and includes the base folder - Example: "C:\Projects\FINAL OUTPUT - OBIWAN\base" - .gla name = The directory following /base that leads to and includes the '_humanoid' file - Example: "models/players/_humanoid/_humanoid" - MUST CONTAIN FORWARD SLASHES (/), NOT back slashes (\) - Check the following, then EXPORT: - Model must be named "model.glm" and exported to 'models/players/<character name>/"model.glm"' Hope this helps. ooeJack I solved some problems thanks to you but now i have this problem
DarthValeria Posted April 4, 2019 Author Posted April 4, 2019 Thanks to all of your helps guys and also @@Maui tutorialsI did this creation <3 Delmi and Sirius like this
DarthValeria Posted May 24, 2019 Author Posted May 24, 2019 Problem has been solved , you can put answered here
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