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Kualan's Kitbash Workshop


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When you want to weight something 100% to one bone it is literally a case of a few clicks. I'm not on my PC atm so can't see what a vehicle .glm's main bone is, but let's say it is called "body".

 

1. Import template vehicle .glm.

2. Delete any surfaces you don't need (you may want to do this at the end instead if there are tags - surfaces that begins with * - that are parented to the surfaces you want to delete, so you can reparent the tags to your new model surfaces instead before deleting the unneeded surfaces)

3. Import new vehicle .obj

4. Parent it into the .glm hierarchy (typically under stupidtriangle, but can vary) in the Object tab.

5. In the Object Data tab (separate to the Object tab), scroll down to the Vertex Groups.

6. Click the + sign to add a new bone to the vertex groups.

7. Double-click the new bone that appears and rename it to the main bone you want to weigh the mesh to (e.g. body or whatever it is)

8. Enter Edit Mode. Select all the mesh.

9. Under Vertex Groups, make sure the bar at the bottom is set to 1.0 (which means you're going to give it 100% weight) and then click Assign.

10. This adds 100% weight to the entire selected mesh.

11. Go to Modifiers. Add an 'Armature'. Make sure this armature is set to the skeleton_root of the .glm but do not click Apply.

12. If your new mesh is over 1000 verts (or, tbh, anywhere over 700) you should separate it into separate meshes. You won't need to reweigh them as they will retain their weights.

 

 

That's just me running off the top of my head, may have forgotten some steps but I think that covers it. You can find tutorials or posts I've made before in the Modding Assistance subforum that cover import/export/kitbashing in Blender for more details.

 

Thanks @@Kualan!

 

 

Your instructions are always simple and to the point! Wish there more small and simple of tutorials like yours (to accomplish more specific tasks).

Penekowski and TheWhitePhoenix like this
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@@Kualan Well i don't how to use the animations for a skeleton, so i try using the AT-AT skeleton. Somehow only leg21 and leg22 have a weighting problem, any suggestions? :)

 

 

ieGl2S1.jpg

 

 

The solution is in the error message - it says there are unweighted vertices, so you need to find where these are and apply weights to them otherwise it will not export.

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Once I stop sucking at windows I want to get this jka friendly

 

 

g0PJlbN.png

 

 

These models are all really good, especially considering they're from a mobile game. Good Luck, Cassian would be a great addition.

 

I was trying to do the Sabine one, but I have no idea what I'm doing. I'll figure out in time though, unless someone beats me to it. (and maybe even if someone does)

ZanderNao and General Howard like this
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These models are all really good, especially considering they're from a mobile game. Good Luck, Cassian would be a great addition.

 

I was trying to do the Sabine one, but I have no idea what I'm doing. I'll figure out in time though, unless someone beats me to it. (and maybe even if someone does)

That's a really good attitude, and I wish you luck!

Shenghai likes this
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