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Post by Gurlok on May 20, 2015 17:37:32 GMT
That and the SS4 bust files. Dont forget the skeleton too so they are both binded together. You mean just the HUM_000.esk file or the ss4 esk too?
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Post by kthxbai on May 20, 2015 19:15:17 GMT
That and the SS4 bust files. Dont forget the skeleton too so they are both binded together. You mean just the HUM_000.esk file or the ss4 esk too? Depending on what skeleton you want to use as the base then use that, I recommend using the SS4 esk on the hum body as they are identical just the SS4 version has tail bones.
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Post by Gurlok on May 20, 2015 20:23:13 GMT
Depending on what skeleton you want to use as the base then use that, I recommend using the SS4 esk on the hum body as they are identical just the SS4 version has tail bones. Ohhh great suggestions, thanks! Btw, I noticed that when importing the fbx on blender it recognizes already 2 materials as you can see here: Instead of a single material; is that normal?
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Post by Darkussj on May 20, 2015 20:56:20 GMT
Depending on what skeleton you want to use as the base then use that, I recommend using the SS4 esk on the hum body as they are identical just the SS4 version has tail bones. Ohhh great suggestions, thanks! Btw, I noticed that when importing the fbx on blender it recognizes already 2 materials as you can see here: Instead of a single material; is that normal? that is totally normal some models may have a single one some other models can have more than two so it is normal
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Post by Gurlok on May 20, 2015 21:03:38 GMT
that is totally normal some models may have a single one some other models can have more than two so it is normal Oh I see, I will proceed and see what I can do then
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Post by Kainzorus Prime on May 20, 2015 23:20:43 GMT
how just push the hair up? it looks right to me in blender. but in game the air is distant to the body. sorry if i dont know much about it, but im trying hard in the past week. i find the solution for the texture, en emm kthxbai have the the ssj3 hair TOON_UNIF_STAIN1_DFD but to me only work as TOON_UNIF_STAIN1_DFDAth o.o its my victory today xD I meant weight the hair model to the specific point of the skeleton so the entirety doesn't flop around when the character turns their head, which is especially obvious with longer hair models. Also, the way I did it, was to import the bust, arms, head and leg parts of the player model, and then use them as a reference while I fiddled with the hair. Then I deleted the body bits from Blender before moving on with the hair alone.
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Post by fox on May 20, 2015 23:32:05 GMT
how just push the hair up? it looks right to me in blender. but in game the air is distant to the body. sorry if i dont know much about it, but im trying hard in the past week. i find the solution for the texture, en emm kthxbai have the the ssj3 hair TOON_UNIF_STAIN1_DFD but to me only work as TOON_UNIF_STAIN1_DFDAth o.o its my victory today xD I meant weight the hair model to the specific point of the skeleton so the entirety doesn't flop around when the character turns their head, which is especially obvious with longer hair models. Also, the way I did it, was to import the bust, arms, head and leg parts of the player model, and then use them as a reference while I fiddled with the hair. Then I deleted the body bits from Blender before moving on with the hair alone. oh i see. but i dont know how to weight the hair to that specific point. or the controls to do that. i just have a few days of blender. :/
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Post by Kainzorus Prime on May 21, 2015 1:08:17 GMT
Speaking of weighting, I'm hoping the more experienced people can help me out here. I've come up with this - i.imgur.com/QFfafRl.jpg - while following a general weighting tutorial for Blender - wiki.blender.org/index.php/Doc:2.4/Tutorials/Animation/BSoD/Character_Animation/Upper_body_weight_paintingHowever, after exporting this supposedly painted hair, converting it to emd and testing it in the game, I have seen no difference. The entirety still moves around with the head, there are not even any changes in deformation that would indicate even a failed weighting attempt. If someone can point me in the right direction with this, I'd appreciate it.
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Post by Darkussj on May 21, 2015 1:15:57 GMT
Speaking of weighting, I'm hoping the more experienced people can help me out here. I've come up with this - i.imgur.com/QFfafRl.jpg - while following a general weighting tutorial for Blender - wiki.blender.org/index.php/Doc:2.4/Tutorials/Animation/BSoD/Character_Animation/Upper_body_weight_paintingHowever, after exporting this supposedly painted hair, converting it to emd and testing it in the game, I have seen no difference. The entirety still moves around with the head, there are not even any changes in deformation that would indicate even a failed weighting attempt. If someone can point me in the right direction with this, I'd appreciate it. what you did is giving a weight of 1 to the head bone if I am not mistaken to all that red part will follow the head so it won't deform it will just follow it is like you said that the red part is a child of the head bone so it follow it without any deformation.
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Post by Kainzorus Prime on May 21, 2015 11:15:16 GMT
Darkussj Ok, what should I do to have the current blue part stay in place, while the upper part would follow the head movements? Undo the current weight on the upper part, and weight the lower part to one of the spine bones instead?
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Post by kthxbai on May 21, 2015 12:54:09 GMT
Darkussj Ok, what should I do to have the current blue part stay in place, while the upper part would follow the head movements? Undo the current weight on the upper part, and weight the lower part to one of the spine bones instead? You need to assign weight to the lower half and connect it to the neck bone instead
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Post by Kainzorus Prime on May 21, 2015 15:54:51 GMT
Darkussj Ok, what should I do to have the current blue part stay in place, while the upper part would follow the head movements? Undo the current weight on the upper part, and weight the lower part to one of the spine bones instead? You need to assign weight to the lower half and connect it to the neck bone instead By "connect" do you mean I just have to select the neck bone and then weight paint the lower part of the hair, or select the hair and parent it to the bone? I've made a kinda-sorta progress with this by weight painting the lower part of the hair with the neck bone selected, but I'm still clearly doing something wrong.
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Post by kthxbai on May 21, 2015 19:56:00 GMT
You need to assign weight to the lower half and connect it to the neck bone instead By "connect" do you mean I just have to select the neck bone and then weight paint the lower part of the hair, or select the hair and parent it to the bone? I've made a kinda-sorta progress with this by weight painting the lower part of the hair with the neck bone selected, but I'm still clearly doing something wrong. There is another tutorial which shows the guy doing a video on weight painting the hair, he paints SS4 goku hair and paints the weights to the neck for good results.
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Post by fox on May 21, 2015 19:57:34 GMT
You need to assign weight to the lower half and connect it to the neck bone instead By "connect" do you mean I just have to select the neck bone and then weight paint the lower part of the hair, or select the hair and parent it to the bone? I've made a kinda-sorta progress with this by weight painting the lower part of the hair with the neck bone selected, but I'm still clearly doing something wrong. thanks. now everything works fine
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Post by Kainzorus Prime on May 21, 2015 20:07:55 GMT
There is another tutorial which shows the guy doing a video on weight painting the hair, he paints SS4 goku hair and paints the weights to the neck for good results. kthxbai Do you happen to have a link to it?
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