Biotear
Saiyan
Modding Xenoverse Or Playing Destiny
Posts: 53
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Post by Biotear on Apr 26, 2015 19:25:24 GMT
So i have decided to try my hand at importing a model into DBXV. i have been trying to replace Yamcha with Zer0 from Borderlands 2. currently, i have been rigging the legs in blender as i cannot afford 3DS Max and would rather not apply for a student license. anyway, when i convert the legs back to an emd file, it is only 1KB. in other words, it is becoming an empty after conversion. any chance anybody can help me? keep in mind, i have rigged with xenoverse and other games before, but never imported into xenoverse.
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Nameless
Kaioken
Please see our tutorials section. Many questions are answered there.
Posts: 104
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Post by Nameless on Apr 26, 2015 19:51:56 GMT
Select both the armature and the mesh, then export as fbx. It's best if in the exporter window you check the "selected" box. That will only export anything you have selected.
Also make sure your blender is 2.73 or above. Current is 2.74. The fbx plugin on older versions will not work on these.
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Biotear
Saiyan
Modding Xenoverse Or Playing Destiny
Posts: 53
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Post by Biotear on Apr 26, 2015 21:32:45 GMT
Select both the armature and the mesh, then export as fbx. It's best if in the exporter window you check the "selected" box. That will only export anything you have selected. Also make sure your blender is 2.73 or above. Current is 2.74. The fbx plugin on older versions will not work on these. i tried this and the file size is still 1KB when i convert it.
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Nameless
Kaioken
Please see our tutorials section. Many questions are answered there.
Posts: 104
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Post by Nameless on Apr 26, 2015 22:15:39 GMT
And your blender is 2.73 or 2.74? I used to get empty files with earlier versions. Also, the default fbx plugin works. I know there's other plugins out there that may not work.
Now, with that out of the way, can you describe step by step in images, text or video (whichever is easier for you) your workflow? From converting into fbx, importing and then exporting? Sorry if it's a bother but I need to know more about what you are doing exactly in between importing and exporting so I can see where the error happens.
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Biotear
Saiyan
Modding Xenoverse Or Playing Destiny
Posts: 53
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Post by Biotear on Apr 26, 2015 22:24:36 GMT
And your blender is 2.73 or 2.74? I used to get empty files with earlier versions. Also, the default fbx plugin works. I know there's other plugins out there that may not work. Now, with that out of the way, can you describe step by step in images, text or video (whichever is easier for you) your workflow? From converting into fbx, importing and then exporting? Sorry if it's a bother but I need to know more about what you are doing exactly in between importing and exporting so I can see where the error happens. i am using blender 2.74 with default fbx plugin. also this is what i have done. 1. convert emd to fbx. 2. import fbx into blender and rotate x axis to 90. 3. import and position the new mesh to line up with the bones. 4. rotate the new mesh so that it faces backwards in blender. 5. drag mesh in outliner to set parent to skeleton with envelope weights. 6. check the weights. 7. change parent type to object. 8. create replica modifier of the one on the original mesh WITHOUT applying it. 9. delete original mesh and export as fbx. 10. convert fbx to emd. i believe that is all the steps i have taken. i may of forgotten something but i doubt it.
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Nameless
Kaioken
Please see our tutorials section. Many questions are answered there.
Posts: 104
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Post by Nameless on Apr 26, 2015 23:15:09 GMT
Still not so sure about the empty results, since I haven't added a custom mesh into the game, but I also don't see the apply rotation step after rotating. I doubt that little detail is responsible of the result you are getting but it's a needed step. Also, when converting, are you just converting the esk or are you also adding an in game mesh? You might want to use an in game mesh to copy it's weights to the mesh you want to use. Also don't know why do you "rotate the mesh to face backwards in blender" if you import a skeleton with an in game mesh, just align your custom mesh to it as tight as possible, resizing your mesh where necessary. At least that's what I'd do if I were adding complete custom meshes, which I might do now that you sparked the idea. Anyway, my steps would be more like.
1. Convert an esk and a body part into fbx 2. Import into blender 3. Rotate both armature and mesh to +x 90 4. Apply rotation 5. Import my custom mesh, whatever format it is. Preferably in another layer to avoid cluttering. 6. Align and adjust custom mesh with the in game mesh. 7. Make armature as parent to my custom mesh. It should default to parent type Object already 8. Skin and copy weights from the in game mesh into your custom one. (You could use other ways to weight, so long as it's weighted. This is just the form I use) 9. Hide the in game mesh so you can work with only the armature and your custom mesh. 10. Adjust any loose weights. They will always happen and this is the longest step anyway. 11. When finished, select the armature in object mode, and shift select the custom mesh to have both selected. 12. Export as fbx. In the save/export window, check the "selected" box. This will only export what you have selected. 13. Convert into emd.
And that's how I'd do it. I will try to bring one of my personal models into the game with this method, probably tomorrow. I'll let you know then with more certainty if there's something else needed.
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