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ooeJack

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Posts posted by ooeJack

  1. If that's not it, then it may be because there is a loose vertex around somewhere that is not apart of/not connected to the main mesh. You'd need to find the loose geometry and either remove it or unwrap it/fix it to be in working order.

    One way of finding it would be to go to Edit Mode, Face Select, select some faces and hit CTRL + 'L' then 'H' to hide all faces. Do that until all your faces are hidden, then go to Vertex Select and hit 'A' to select all vertices that were not selected with your Face Select. That should show you where you got vertices that are not apart of your main mesh. In Edit Mode, hit ALT + 'H' to un-hide the mesh you hid by using 'H'.

    I hope this helps! Let us know how it goes. :)

    Jack

    darth rexie likes this
  2. Hi Stryker.

    I don't think there is a way to simply snap the mesh onto the bone. You'd need to manually rotate the mesh, using the top of the leg as the pivot point, into position. Look into using a thing called 'Proportional Editing' which will automatically adjust nearby unselected vertices as you rotate to get a smooth result.

    Jack

  3. Oohhhhh! That! Yea man. Of course you can do that! Sorry I didn't catch that before!

    That required 3 separate icon files, named:

    1. "icon_default"
    2. "icon_red"
    3. "icon_blue"

    These icons have to be saved where your default icon is saved, which is in the "base/models/players/<Your Model/Character/Project name>/".
    In there you put your 3 icon files as listed above. If you've already got your icon_default set up, then you'll do fine with getting a red and blue version of it.

    When you use your red and blue version of your character, the game will use the red/blue icon. :)

    I think this is what you're looking for. Good luck, and let us know how it turns out!

  4. Heya Maui.

     

    I've personally never come across error messages such as that where it's got multiple lines of stuff. Usually I just got errors that are 1 line such as

     

    "Error: Could not load surface <object_name> (LOD 0) from Blender: Could not load a vertex: Unweighted vertex found!" and

     

    "Could not load surface <name> from Blender: Vertex without UV coordinates found!"

     

    I don't think I can help you out here, man. Sorry.

     

     

    ooeJack

  5. Heya DarthValeria.

     

    Unfortunately I've never had that problem before, so I'm not sure if I can help you with that.

     

    When I was working on characters for JKA, I wrote down some notes to help me during export. They might help you out:

     

     

    - EXPORT CHARACTER          [Current Character Progress: 0%]
      - Make sure scene only contains just the Character + Tags & Skeleton
      - Set skeleton pose to 'Rest Position'
      - Place "_humanoid.gla", "animation.cfg" & "animevents.cfg" into _humanoid folder
      - File > Export > 'JA Ghoul 2 model (.glm)'
     
      - Left panel Properties:
       - base Path = The directory that leads to and includes the base folder
        - Example: "C:\Projects\FINAL OUTPUT - OBIWAN\base"
       - .gla name = The directory following /base that leads to and includes the '_humanoid' file
        - Example: "models/players/_humanoid/_humanoid"
         - MUST CONTAIN FORWARD SLASHES (/), NOT back slashes (\)
       - Check the following, then EXPORT:
        - Model must be named "model.glm" and exported to 'models/players/<character name>/"model.glm"'
     
     
    Hope this helps.
     
     
    ooeJack
    DarthValeria likes this
  6. Heya Darth Valeria.

     

    1: To move the skeleton, you need to be in 'Pose Mode'. To get into pose mode, go to the bottom of the screen where it'll show what current 'mode' you're on. It should either say Object Mode, Edit Mode, Weight Mode etc. Make sure your skeleton is selected, hit that button at the bottom and change it to Pose Mode. You should now be able to select a bone, and rotate it and be able to check your weights.

     

    2: By "weight transfer" I assume you're talking about how to adjust weights specifically so that when you rotate a bone, it'll move specific vertices. While you're in weight paint mode, look to the right, at the properties panel, and select the 'Object data' button. It kinda looks like a downwards pointing triangle. Once you select that, it'll bring you a bunch of settings and stuff below it, search for the "Vertex Groups" panel. As you're weight painting, you select the vertex group which corresponds to a bone in the 3D scene. So if you're working on the elbow, you find the vertex group that corresponds with the elbow (Should be named so it should be easy to find), and you start working on that. If you find that when you're testing by going into pose mode and moving the elbow, and it's moving too much, then go back to vertex groups and select the parent bone, ("Parent Bone" meaning the bone/vertex group that is above the current bone) and add a bit of weight there so that it spreads among the 2 and therefore is moved less when testing the elbow bone.

     

    https://jkhub.org/images/D65RoSQ.png

    In the above image, "lhumerusX" is the parent of "lradius"

     

    3: You gotta get the Ghoul 2 addon to be able to import and export JKA models/skeletons. I'm not sure where to get that anymore. Hopefully somebody else can answer this part.

     

    Good luck, mate!!

     

     

    ooeJack

     

    p.s. You're asking for assistance for a mod you're working on. "Modding Assistance" part of the forum is the way to go! :D

    Psyk0Sith, DarthValeria and Smoo like this
  7. Hiya RobiWanKenObi.

     

    It seems like you've got a vertex that is unweighted to the skeleton. You should be able to find the problem vertex/vertices by going into pose mode, selecting the most parent bone which should be the hips, and moving it. The vertex that is not weighted should stay in place while everything else moves.

     

    Good luck!

     

     

    ooeJack

    RobiWanKen0bi and Noodle like this
  8. Hiya kibasennin.

     

    I've had trouble with this before. For me, it had to do with the file type of the textures, whether it be the textures on the character, or the icon that shows in the Profile. It crashed for me with the same error as yours if I didn't have the textures be png. Also, when actually saving out the textures, (I used Photoshop) I had to save them with the following settings:

    Compression: Smallest / Slow

    Interlaced: None

     

    I remember I tried to use jpg's first. It didn't work out for me until I used png's.

     

    Hope that helps.

     

     

    ooeJack

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