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ShenLong Kazama

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Posts posted by ShenLong Kazama

  1. Ah, yes. When importing a vehicle (or anything that doesn't use the default skeleton in the _humanoid folder) you need to set the custom .gla in the left hand side option panel on the import screen.

     

    Think you have to do the same when exporting too.

     

    Crashes Modview. I give up, i have no clue what i'm doing, either Modview crashes, or i can't even export the model, and i hoped i got the hang of modeling, oh well.

     

    200.gif#2

  2. 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.

     

    ''Skeleton root does not match specificed gla'' :mellow:

  3. Well, probably fairly straightforward if you're not interested in the wings folding out. Just open an existing vehicle in Blender (e.g Z-95 Headhunter), delete the surfaces you don't need (be mindful that you don't throw out or delete any tags that are parented to them) then import the .obj and weigh the whole thing to whatever the main bone is in the vehicle skeleton (I think they only have one bone unless they have foldable wings or some other animated part, since the whole things moves together).

     

    You could fine-tune the process somewhat, but that would give you the 'cheap and quick' result.

     

    Can't i just attach the model to the root? Tbh i have no idea how to weigh, though the textures are correctly placed to the mesh it seems. :)

  4. You could also just cut out the main 'body' part of the AT-ACT and kitbash that to the existing AT-AT model instead, which would save you all the hassle of re-weighing the legs, etc. I imagine the 'body' is weighed to just one or two bones so would be pretty quick to do.

     

    Well i only need the head, body and container, the legs of the AT-AT suffice. But i still need to convert the model and place the textures properly. I tried to attach said parts to the AT-AT skeleton, oh boy that didn't work at all. :mellow:

  5. It should be possible, since the really difficult part (making the custom animations) already exists in the form of the current AT-AT model available for JKA. 

     

    Once imported, in theory you would just need to delete any existing weights/rigging in the .FBX file and re-do them (this time aligning the weights to bones that exist in the original JKA AT-AT's skeleton). The proportions between the old and the new model is what will determine the success of this (scale doesn't matter, just the proportions of the model's individual parts in relation to each other and how these have been modelled with the intended animations in mind).

     

    For textures, importing the .FBX file should retain its UV mapping so you won't need to re-map the UV for .glm.

     

     

    But on the other hand, I would say this is a particularly involved choice to do for your first Blender .glm edit. A lot of it is very specific and different to standard humanoid skeleton editing, you may want to familiarize yourself with those processes first as at the moment you're sort of trying to achieve the 'exception' without first learning the 'typical' if that makes sense?

     

    Yeah sort of, how long would it take? Atleast the model doesn't need to be made from scratch.

  6. Can not reiterate this enough. When I was starting out I tried to focus on just learning how to do the very specific process I wanted to achieve, figuring I could just follow some step-by-step tutorial for that and not worry about the other stuff. But the truth is it's practically impossible without first learning the basics of Blender.

     

    It might seem inconvenient if you're just trying to do one thing, but just invest a couple of hours in following a basic Blender tutorial series (of which there are loads on YouTube) and it will make life SO much simpler for you when you then try to learn how to do things with specific formats or plugins like .GLMs. Trust me, it will pay off.

     

    Since your knowledge of modeling is far above mine, what's your opinion on the model? Is it possible to place the textures correctly, convert it to glm and make it usable in ModView and ingame? Because some models are more or less impossible to get them to work. :)

  7. Heya ShenLong Kazama.

     

     

    Do you mean 'convert a specific fbx file into glm' that you have a "modelname.fbx" and want to simply export it as a .glm? Or doing the steps required to get it to that state?

    You'll need to do a whole bunch of extra steps than just converting to glm and changing skeleton to get this to work.

     

    Have you seen these tutorials? These should help you out.   :)

    http://psyko3d.50webs.com/tutorials/jk2_guide.htm

    http://psyko3d.50webs.com/tutorials/spacemonkey/jk2.htm

     

    Also, what 3D program are you using?

     

     

    ooeJack

     

    Blender, though i barely know what i'm doing. I'm trying to convert his model to glm and attach it to the AT-AT skeleton. http://www.mediafire.com/file/05d0rqtxqkh9cq5/AT-ACT.rar

     

    While the model is larger than the AT-AT skeleton, the skeleton could be edited perhaps.

  8. I need advice regarding converting models and rigging them, since i'm trying to convert a fbx file to glm and rig the model to an already existing skeleton. What i wanna do is convert a specific fbx file into glm, with correct UV mapping and textures and make it use the skeleton of a model that's already using the fitting animations. I couldn't find a tutorial, and some of the tools i found only work if some of the first working steps are done, so i would appreciate any assistance anyone can provide. :)

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