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Frankensteining with blender.


Jolly
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Posted

Are there any guides on frankensteining models with blender? I have no modeling experience, but I have a few cool ideas to test out in blender. Any help would be great.

Bek, Circa and z3filus like this
Posted

Not any specific for JKA yet. It seems really simple, as I said in this thread.

 

I also mentioned @@Mandalorian has had success with his own method with it, but I think he's been too busy to write one up. I offered to be guided over Skype IM or something and then I'll write a tutorial once I get it down.

  • Solution
Posted

I can try to explain what I do.  (With no pictures, sorry.  D:)  It's basic head swapping, but hopefully it'll give you an idea.  If I figured it out from a few posts, I think anyone could figure it out.

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I might have left stuff out; I've been typing this for too long now.  xD  So if you run into problems, just ask.

Kualan, Smoo, Circa and 2 others like this
Posted

Awesome overview Chaotic, simple and straightforward yet thorough enough for those without Blender experience to understand. I'm going to try this out and will report back with my findings.

Posted

I get confused after this:

 

  Quote

 

 

Ok, great.  You need to notice that every limb that has the same name as one in the first model's glm has a .001 after it (like head_02.001).  Just notice that for now.  (This is why I picked Rosh first.  Less renaming to do later!)

 

Screenshots would help in this case. I'm not sure where to find a lot of this stuff you are referring.

z3filus likes this
Posted

@@Jolly, I'm not sure if Blender 2.71 works with the Jedi Outcast/Academy import tools, but I use 2.64, which I believe is the version of Blender that the tools were made for. I've only been Frankensteining models in Blender since earlier this year, but if anyone has any questions I'd be more than happy to try and help. Oh, and just so everyone knows, there is a way to combine Academy models with Outcast models, and vice versa, but I honestly can't remember how I did it! I still have a model somewhere with Rosh's head on HapSlash's Improved JK2 Imperial officer that works in Academy, as well as the JK3 Luke head on the JK2 body that is for JK2 itself. Anyway, I've been meaning to put one of the male Jaden heads on HapSlash's officer body to complete my simple Jahan Cross reskin, so I'll try that later and see if I can get it to work.

Posted

The import tools work with the latest version, yeah. @@Tavik maybe if you post your own version of a tutorial like @ did we can get an even better idea. Particularly with screenshots, because the interface is pretty confusing.

z3filus likes this
Posted

@@Circa

 

Does this help?  :/

 

 

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Circa and yeyo JK like this
Posted

Knocked these up this morning, taking the realistic face from Toshi's Padme model ( here )and combining it with the wide-range of outfits from StingRay's Padme pack ( here ) . Also stuck the base JKA male human head and the Gweth female head on the Legacy-era Imperial bodies, to create some agents for my comic series:

 

BlenderTest2.jpg

 

Pretty awesome what can be made with the JKA equivalent of kitbashing.

Posted

These are all really cool, though I run into so many errors it makes it practically impossible for me to do anything (specifically loading up a second character on a second layer) 

Posted
  On 11/22/2014 at 3:54 PM, Jolly said:

These are all really cool, though I run into so many errors it makes it practically impossible for me to do anything (specifically loading up a second character on a second layer) 

Do you absolutely need 2.71, or could you switch to 2.64/2.66?

 

I don't know much about the program itself; if you think it's just some weird compatibility issue, you'd probably have to ask @@mrwonko.

Posted
  On 11/22/2014 at 4:34 PM, Jolly said:

@ChaoticConundrum

 

I switched to to Blender 2.64. I got past this error, and made the frankenstein. 

 

https://jkhub.org/images/APwhiUN.png

 

Though when I export it, and load up the model in modview, I get a normal StormPilot but this one has really low quality in the polys. 

 

https://jkhub.org/images/V7mniuc.png

You only needed the Kyle and Stormpilot, right?  Because you have a model_root.004 in there... and see all of the little pieces above scene_root?  Those belong somewhere, and they're not in the right place anymore.

 

Try starting over, and import only 1 Kyle and 1 other model, and don't delete pieces of the models.  Usually, that's what makes things break and become unparented.

Posted

@ Yes I am using Kyle and the Tie Pilot. When it comes to the hierarchy how do I know what exactly to rename and what not to? 

Posted
  On 11/22/2014 at 5:45 PM, Jolly said:

@ Yes I am using Kyle and the Tie Pilot. When it comes to the hierarchy how do I know what exactly to rename and what not to? 

Only the pieces you moved to the layer. So in your case it would probably be head_0.001 and other head/face related ones. One thing that helped keep things organized for me was to change the visible hierarchy to only the layer you're on:

 

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I also couldn't/didn't need to rename as much stuff as previously mentioned. All I had to rename was the parent. Everything else was fine and exported fine. Though I've only done capes so far. Maybe heads are different.

Jolly likes this

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