Use different views (top,front,side) to get a good view of the joint positions. Use 'X-Ray Joints' to view them better through the body. Only translate them to make the joints longer. Or use the joint orient to rotate them (if the rotation is locked). Make sure you do not translate the joints when they can be rotated. Now we can rotate/move the joints so the new model has correct joints. Then change the texture to eye_diffuse_blue.jpg in the char_new texture folder.ĪA_eyes2 change the reflected colour to the eye_shine.jpg in our char_new texture folder Pack_character\sources\scenes\model\body.maįind AA_eyes and click the arrow in the box on color Under namespace options untick use namespaces and change resolve to clashing nodes. You got a pretty rig with teeth and eyes. Next copy the body.ma from char_new Step 1 into "char_new"Īlso copy the body.ini you downloaded from dropbox into the "char_new" folderġ.Installing template character > pack_character > sources > scenes > textures > char_templateĪnd copy eye_shine.png to the "char_new" texture folder So place pack_character inside your pack folder and go to Advanced Modding > 1.Creating character > 2.Deriving new character from template character > pack_character There is a way to export the current weights off a model and import them to the bodymesh but i doubt the bones will be the same as this rig but if you want to do it look at this tutorial. Iv never touched Maya's rigging, boning or skinning system so up to you to find the tutorial on how to do that if you don't know. You will have to adjust the bone weights for it to look proper The skin collisions are very expensive this is why we can only have a few characters in the game if you want to have prop characters that the player does not interact with then do not use skin coliders. The skin collisions are what interacts with fluids. The bone Coll's are used for ground and other solid object collisions.
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