AuriusPheonix Posted September 15, 2016 Posted September 15, 2016 Essentially like the new Protectors Armor.Tried to edit the base mando (Fett) in Blender, with basically no success. KyleKatarn1995 likes this
Kualan Posted September 15, 2016 Posted September 15, 2016 You don't need to edit the base Fett model in Blender, you can just disable that part of the helmet through the .skin file. Unless you want to keep the side panels that are part of the surface too. If you want to -just- get rid of the antenna part but keep those side panels, that's also simple to achieve in Blender: 1. Import model.2. Select the head_com surface.2b. Press 'M' in Object mode to move to another work tab for convenience.3. Enter Wireframe mode, then Edit Mode.4. Press B and draw a selection box to select most of the antenna, as much as you can get without vertices from the other parts of the model. It isn't necessary to be absolutely precise, so long as only vertices from the antenna are selected.4b. Wireframe mode is important for this to ensure that when vertices overlap one another, you are selecting them all and not just the top-most one (as happens in Solid or Textured Views).5. Press CTRL+L to 'Select Linked'. So long as you have most of the antenna vertices selected, Blender will then select the rest of the vertices that are 'linked' to the ones you have selected. i.e. it will expand the selection far enough to allow a clean 'cut' from the rest of the model.5a. You can test if you have a clean cut by pressing G and trying to move the selected antenna away from the rest of the model. If it does so without dragging other parts of the surface with it, you can safely delete.6. Rinse and repeat for the LODs (ones ending in _1 and _2).7. Export. Recommended you do so to a custom folder, though, and not the base 'boba_fett' one. The Punisher, Penekowski and Luckxzs like this
The Punisher Posted September 15, 2016 Posted September 15, 2016 Thanks a lot Kualan! I've been looking for something like this for a while! Will try it ASAP! Kualan likes this
Asgarath83 Posted September 16, 2016 Posted September 16, 2016 If in the model the antenna is a separate mesh of the helmet, on the SKIN files is sufficient to set this mesh on *off and it become invisible.
minilogoguy18 Posted September 16, 2016 Posted September 16, 2016 You guys need to learn to think outside of the box, there is an easier way. Add an alpha channel to the texture where the antenna is on the texture sheet and make a transparent shader so that the antenna is rendered as fully transparent.
Kualan Posted September 17, 2016 Posted September 17, 2016 You guys need to learn to think outside of the box, there is an easier way. Add an alpha channel to the texture where the antenna is on the texture sheet and make a transparent shader so that the antenna is rendered as fully transparent. Works equally well (have used such a method for various clone skins in the past) but I assume OP wants to use the final result in their machinima comic - which means they want to be able to greenscreen the model via Modview. Alpha channels tend not to render properly in that tool, with different levels of transparency based on the relevant surface's place in the model hierarchy. Besides, editing the model in Blender takes literally two minutes. Luckxzs likes this
Penekowski Posted September 17, 2016 Posted September 17, 2016 You don't need to edit the base Fett model in Blender, you can just disable that part of the helmet through the .skin file. Unless you want to keep the side panels that are part of the surface too. If you want to -just- get rid of the antenna part but keep those side panels, that's also simple to achieve in Blender: 1. Import model.2. Select the head_com surface.2b. Press 'M' in Object mode to move to another work tab for convenience.3. Enter Wireframe mode, then Edit Mode.4. Press B and draw a selection box to select most of the antenna, as much as you can get without vertices from the other parts of the model. It isn't necessary to be absolutely precise, so long as only vertices from the antenna are selected.4b. Wireframe mode is important for this to ensure that when vertices overlap one another, you are selecting them all and not just the top-most one (as happens in Solid or Textured Views).5. Press CTRL+L to 'Select Linked'. So long as you have most of the antenna vertices selected, Blender will then select the rest of the vertices that are 'linked' to the ones you have selected. i.e. it will expand the selection far enough to allow a clean 'cut' from the rest of the model.5a. You can test if you have a clean cut by pressing G and trying to move the selected antenna away from the rest of the model. If it does so without dragging other parts of the surface with it, you can safely delete.6. Rinse and repeat for the LODs (ones ending in _1 and _2).7. Export. Recommended you do so to a custom folder, though, and not the base 'boba_fett' one. You're the man, you taught me this before but I lost the chatlogs, this will be helpful.
AuriusPheonix Posted September 22, 2016 Author Posted September 22, 2016 I have done this and am getting a triangulation error of some sort. Gonna restart or just model from scratch. You wouldn't know how to weight with Blender, would you? Got an armored Knight of Ren trandoshan that I need to finish up.
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