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Posts posted by Azatha
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You said 'might currently ignore', It was worth trying everything.
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I tried the modifier for normal adjustment, but upon exporting the model defaulted back to the messed up normals. Seems it imports and strips them, then strips them again upon export. Out of curiosity do you have any intention of updating your plugin to fix this particular thing?
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Not sure why I recieved such a snappy reply. I was just looking for a solution outside the scope of altering the plugin. But maybe someone else who knows some python could chip in to add the part to make Blender retain Normals on import/export. I have no idea how to code. I did notice today that the issue seems to happen upon import, not just export, if that's of use to anyone trying to fix this.
Asgarath83, Vitéz and Circa like this -
FuzzyTosser. does what you did also prevent the issues from frankenstieners get where lighting is no longer smooth between model pieces?
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I'm also having this issue. Is there really nothing possible? On my model the difference makes the head look 5x darker than the body under light, on an area that used to be a smooth transition:
Those 2 parts were already connected on the original model, I made no changes.
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Is this still going to be released?
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I can't upload it as I don't have permission from the author. I'll get it uploaded privately and send you a PM.
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I have the female scorpdeathknight model. It's only the females, not the male. Is someone wanting it sent to them?
katanamaru likes this -
Checking that box in Assimilate worked! All the lighting is nice and smooth now, thank you so much! I would've never discovered that option on my own.
Psyk0Sith likes this -
Okay, a bit late on, but I finally got around to trying the assimilate options. I went to try what you said ANNDDD... nothing. Those options don't seem to exist in my Assimilate. I don't know if I have too old of a version or what. That or I'm just really not seeing where I'm supposed to find those options. Are there multiple versions of Assimilate?
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The invisible pieces work so long as no shader is applied. But the moment any shader is applied they disappear.
I'll try the assimilate stuff and see if it works. I'll post the results!
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Whoops! Didn't mean to type it like that. Autopilot typing. Sorry.
And ah I see. Well, hopefully someone might remember how to fix it? ;_;
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So, I have finally got the weights on the model I'm editing to work with the wonderful help of Milamber. But now I have two new problems:
The parts on my model have weird shading in game now. The light doesn't smooth from piece to piece. I have tried editing normals, which looked great in 3ds max 8, but ingame the edits don't seem to show at all. (For example, my head has darker shadows than my body, creating a very visible line of different lighting between the neck and the torso.) Also, two pieces I added, a hair and some claws, turn completely invisible when I try to use an alpha shader on them (to make them more jagged, etc). Now I know the shader I have works, because I use it on other hairs and outfits and such, on the same model before my edits as well on other parts of the model I'm editing. I can only assume something funky is going on with the model pieces themselves and I have no knowledge of how to fix it. Help!
Bonus question: When skinning, every once in a while an image file pathname suddenly doesn't work in modview anymore. Ie, I had a model with the model part head_lashes, tied to a file called lashes.png. This file and the many .skin files that referenced it remained untouched for ages. Then one day, opened it in modview, and bam, it won't register any file called lashes.png. Rename to eyelashes.png, and it works. Rename back to lashes.png, definitely won't read it. I've had this happen with two other pieces. It's like modview just decides to reject a file name all of a sudden. And yes, I'm 100% certain the file paths are all correct, been using the same image/model/skins for about 5 years now. So... wut?
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Just to note, I found out how to move the model without messing up the weights:
To adjust the skin and/or bones without affecting the envelopes:
Save the scene.
This is a potentially destructive operation, so it's best not to take any chances with your data.
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Select the object to which the Skin modifier is applied.
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In the Advanced Parameters rollout, turn off Always Deform.
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Apply any necessary transforms to the mesh/patch object or bones objects.
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Turn Always Deform back on.
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Alright, I think I figured it out. I couldn't use the Abs. Effect in the side menu, but it I selected each vert, one at a time, and typed in 0 on the weight table instead, it let me do it. How strange! Thanks everyone.
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Nope, that button does nothing either. Oddly enough, I can change the amount of weight on the verts, it just won't allow me to set it to 0.
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The the copy/paste thing, it cause the hand to warp into a very funny shape. I also think I'm very blind, I'm not seeing a reset button. Will that wipe away all the weighting? I'm hoping to avoid that because I don't think I know what I'm doing well enough to start from scratch.
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Like I said, I select the verts, change the abs effect, and nothing happens. I've already being doing it all the way your image says to. It stays red, and weighted, in those sections touching that bone, regarless of what I set it to. I'm a bit confused by this. I thought of respositioning the hand, because if I move it out of the way I'm able to change those verts just fine. however, the entire model if off-center, not just the hand. Which is why I'd like to know if I can, and how, move the whole model without reweighing everything. I could reweigh just the hand, but it would no longer match up with the entire rest of the body.
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I'm still really new to this, so I don't know if this is a stupid question or not.
I've been given a rigged up version of my model, but the body seems to have been placed a bit too far left on the skeleton. I have noticed if I move the body, then go look at the 'skin' modifier to edit anything, the piece of the model then appears where it used to be. Is there any way to shuffle the body over slightly, and shuffle the weights too? Or would the entire thing need to be rigged again?
Part of my reason for wanting to do this is thatsome fingers of the left hand seem to be touching the thumb bone. The parts where it intersects deform during animations, and look like they're weighted to it. However, if I select those verts and put the abs effect to 0, nothing changes.
I either need to move the model, or figure out how to erase the weight on those verts.
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Howdy! Welcome to JKHub!
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A walkman? What year is this again?
Or am I the old one here and this is some program I haven't heard of...
MUG likes this -
Hiya! Welcome to JKHub!
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It looks like there is a twi'lek in this pack, from the screenshots I saw:Does anyone have this male twi'lek below? Or any other male twi'leks for JKA?
It was from this thread from the (JAWA) clan site:
http://thejawaclan.com/index.php?/topic/8461-twilek-male/
Post #13 and #15
I don't have an account on the (JAWA) clan site, so I can't get PM him for it :/
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Yes. The path in the .sab was correct. I had done more work hours after I sent the files to you, and many others saw they were correct too and had been scratching their heads. The solution I posted was what fixed things in the end, after making sure that all file paths in every entry were correct.
Problem with imported models in Blender
in Modding Assistance
Posted
I have used 3DS Max in the past. The trouble with that one is that it doesn't import weights the way the blender plugin does, meaning you have to know how to redo them. Even if you do know, it can be quite time consuming.