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Kualan

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Posts posted by Kualan

  1. @@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.

  2. To resolve the seam error, I usually do 'Seams From Islands', which will mark the relevant seams in red in Wireframe mode, then select these individual edges and split only those ones.

     

    However, to echo what others have said, it looks implausible to get this particular mesh to work in JKA anyway. Decimating that down to a feasible vert number is just going to leave you with a collection of fragmented pieces not even resembling the original mesh (or any other).

  3. We all have. But one of Luke Skywalker's many iterations is far more important.

     

    It sounds like I'm throwing shade, but we've just been waiting a long time dude, and its shady in itself when you ignore anyone that ever asks about it.

     

    No one better say its just me when there must have been 4 or 5 other dudes asking for it.

     

    I don't think you meant to do it, you just took on SOOOO many damn projects at once, first its X2, then Han, and now Luke all at the same time, and you got more feedback for Luke, so you decided to focus on that.

     

    Anger__Tarkin_7b27910d.gif

  4. Not only do I need an INCREDIBLY easy interface, but I'd also need a great and very easy-to-follow tutorial.

     

    I don't have the time to put in all of that work, nor the motivation.

     

    The point is, its nearly impossible to put together a model in a day or two, not even counting how long it'll take me to learn how to model in the first place.

     

    Half the time I have no idea what the tutorial is talking about. "First, open the time-space continuum, do this and this." WHERE ARE ALL THESE THINGS THAT YOU ARE TALKING ABOUT.

     

    The way I would do a tutorial, is teaching each insignificant step. I remember showing some guy simply how to open a file in winrar and editing an npc file, it was a very long and detailed tutorial, but I made it so that even a 5-year-old would understand it.

     

    This is why YouTube tutorials (for whichever software you want to learn) are often the best. They show exactly what you need to click/do for every step. I know Blender also has a feature that displays every button press and key shortcut used which a lot of YouTube tutorials use - so even if the person commentating forgets to say "Then click CTRL + L" it stills shows up on the video. I don't know if SoftImage or any of the others have that feature, but I would imagine so.

  5. 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

     

    Try taking it back to basics. Master the normal stuff like head-swapping two humanoid models, etc, then branch out to the different things like vehicles/importing non.glms etc.

     

    Once you have the basics mastered it becomes a lot easier to learn the rest because terms, references, directions make perfect sense to you by then. That's how I learned.

     

    When people skip ahead or brush past certain areas, I've noticed (and I include myself in this) you end up with a result that is never particularly good quality.

    The Punisher likes this
  6. 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. :)

     

    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.

    The Punisher likes this
  7. @@Kualan How can i convert a obj ship model without animations? Barraganap got these awesome U-Wing models and since vehicles have barely animations or none at all, could that be converted to glm more easily than the AT-ACT? :)

     

     

    U-Wing_Versions.png

     

     

    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.

  8. General Krelll, I have yet to see a decent JK3 kitbash for him. I bet you could come up with something great

     

    https://i.ytimg.com/vi/dcfV6yUUMhs/maxresdefault.jpg

     

    Tried several times, just not feasible without a custom-built model such as what the guys in the DF2 submod are doing for Gorc.

     

     

    Hm I know it's not from TCW but could you perhaps try to make Maul from the new Rebels S3 trailer?

     

    I'm not really a fan of Rebels-era Maul, tbh. He seems like he'd be relatively easy for a new or first-time skinner to make from the models we have anyway.

     

     

    Try Old Ben Kenobi from Rebels, but animated version and not realistic head like the one from Free Radicals Battlefront that was used if that's not too much work.

     

    See above.

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