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| modding:modelling:tutorial_character_editing:step2 [2021/09/15 20:52] – giwayume | modding:modelling:tutorial_character_editing:step2 [2021/09/16 09:42] (current) – giwayume |
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| ==== Modify Miriam's Body - Working With Materials ==== | ==== Modify Miriam's Body ==== |
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| I will be demonstrating in Blender, **but you should follow along no matter what 3D modelling software you use.** | It isn't critical to complete everything in this step. So long as you make **any visual change** to Miriam's body and correctly export it as **.fbx** (reference the introductory tutorial) you should be good. |
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| Import SK_P1000.psk. Just a reminder for Blender import settings, uncheck the "Scale down" option before importing. | I will be demonstrating some common scenarios for editing the model. If you're not well versed in 3D modelling software I suggest you follow along to the end before moving to the next step. |
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| | As a reminder in Blender, adjust the units to "Metric", and "0.01". Remove all existing objects from the scene. |
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| | {{ :modding:modelling:tutorial_blender_locate_scene_properties.png?nolink&800 |}} |
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| | Import SK_P1000.psk. Just a reminder for Blender import settings, uncheck the "Scale down" option before importing. |
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| {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_blender_import_psk_menu.png?nolink&400 |}} | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_blender_import_psk_menu.png?nolink&400 |}} |
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| {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_blender_shade_smooth.png?nolink&800 |}} | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_blender_shade_smooth.png?nolink&800 |}} |
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| | ---- |
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| | === Deleting Part of the Mesh === |
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| I'm going to make some obvious changes to the model so we know the update works. Hit the **Tab** key to enter edit mode. The entire model will be orange (selected). | I'm going to make some obvious changes to the model so we know the update works. Hit the **Tab** key to enter edit mode. The entire model will be orange (selected). |
| {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_arm_gap_extrude.png?nolink&800 |}} | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_arm_gap_extrude.png?nolink&800 |}} |
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| Now zoom back out. Move your mouse over Miriam's chest area and press the **L** key to select the outline mesh that surrounds it. | ---- |
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| | === Re-assigning Materials === |
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| | Press **Alt + A** to deselect everything. Now zoom back out. Move your mouse over Miriam's chest area and press the **L** key to select the outline mesh that surrounds it. |
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| {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_change_material_hide_outline.png?nolink&800 |}} | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_change_material_hide_outline.png?nolink&800 |}} |
| In this case we're still OK, because Miriam's legs still have the M_Skin01 material assigned to them. | In this case we're still OK, because Miriam's legs still have the M_Skin01 material assigned to them. |
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| | ---- |
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| | === Adding New Armor === |
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| | Now I'm going to add a simple piece of armor around her arm. Press **Alt + A** to delselect everything. Hit the number **1** key on the top of your keyboard to enter vertex selection mode. While holding the **Shift** key, select one vertex on the top and one vertex on the bottom of her arm, reference the screenshot below. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_select_insert_area.png?nolink&800 |}} |
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| | Press **Shift + S** on your keyboard. A menu will appear, click on "Cursor to Selected". |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_move_cursor_to_arm.png?nolink&800 |}} |
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| | Now press **Shift + A** on your keyboard. A menu will appear, click on "Cylinder". |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_add_cylinder.png?nolink&800 |}} |
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| | It may look like nothing happened because the cylinder you just added is small, and inside the arm. Move your mouse to the center of the area you just selected, then hit the **S** key. move your mouse away, towards the edge of the screen. The cylinder will grow larger. **Left Click** to commit to the size of the cylinder. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_scale_cylinder.png?nolink&800 |}} |
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| | With the cylinder still selected, hit the **R** key, then hit the **Y** key, then type **90** on your keyboard, then press **Enter**. This rotates the cylinder 90 degrees around the Y axis. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_rotate_cylinder.png?nolink&800 |}} |
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| | Press **Ctrl + R** on your keyboard, then move your mouse over the cylinder so you see a yellow vertical line like the screenshot below. Scroll up with your **Middle Mouse Wheel** to add more lines (I added 4). Then **Left Click**, then press the **Enter** key on your keyboard. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_loop_cut_start_cylinder.png?nolink&800 |}} |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_loop_cut_more_loops_cylinder.png?nolink&800 |}} |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_add_armor_loop_cut_complete_cylinder.png?nolink&800 |}} |
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| | This is called a loop cut, we've just added more faces to the cylinder so it can bend with the arm during animation. |
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| | Move your mouse over the cylinder and press **L** to select it. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_paint_armor_select_cylinder.png?nolink&800 |}} |
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| | Hit the **P** key, a menu will appear. Click "Selection". |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_paint_armor_part_cylinder_object.png?nolink&800 |}} |
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| | Now press the **Tab** key to exit edit mode. You've just parted the cylinder into a separate object. This will be useful for transferring the animation weights to the cylinder automatically, so you don't have to do it manually. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_paint_exit_edit_mode_after_part.png?nolink&800 |}} |
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| | **Left Click** on Miriam's body to select it. An orange outline will appear around it. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_paint_select_original_body.png?nolink&800 |}} |
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| | Hold **Shift** and **Left Click** on the cylinder. The cylinder should have a bright orange outline, and Miriam's body should have a darker orange outline. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_paint_select_new_armor.png?nolink&800 |}} |
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| | Press **Ctrl + Tab** on your keyboard. A menu will appear; click on the "Weight Paint" option. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_enter_weight_paint_mode.png?nolink&800 |}} |
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| | Click "Weights -> Transfer Weights" in the menu bar at the top. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_start_weight_transfer.png?nolink&800 |}} |
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| | A small menu will pop up on the bottom left of the screen called "Transfer Mesh Data". Click on it to expand it. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_notice_transfer_menu.png?nolink&800 |}} |
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| | In this menu, set: |
| | * "Vertex Mapping" to "Nearest Face Interpolated" |
| | * "Ray Radius" to "5" |
| | * "Source Layers Selection" to "By Name" |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_edit_transfer_menu.png?nolink&400 |}} |
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| | Now hit **Ctrl + Tab** on your keyboard. In the menu that appears, click "Object Mode". |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_exit.png?nolink&800 |}} |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_exited.png?nolink&800 |}} |
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| | With this, you've successfully transferred the weights from Miriam's arm to the new cylinder piece of armor we've added, and it should move with the arm. |
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| | ---- |
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| | ==== Wrapping Up ==== |
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| | Make sure in the Scene Collection you rename the armature from "SK_P1000.ao" to "armature". So Unreal Engine can read the file correctly. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_rename_armature.png?nolink&600 |}} |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_rename_armature_renamed.png?nolink&600 |}} |
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| | On the menu bar, click "File -> Export -> FBX (.fbx)". |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_export_menu.png?nolink&600 |}} |
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| | As a reminder, change "Smoothing" to "Face" and **un**check "Add Leaf Bones". Save the **.fbx** in the same folder as the **.psk** file you imported, with the same name. |
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| | {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_export_menu_settings.png?nolink&800 |}} |
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| | It probably feels like you've been through a hurricane at this point, but we are done with this step. Go to the next step for instructions on how to import into Unreal Engine. **The next step is the most important step.** |
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| [[.:step1|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step3|Next Step ->]] | [[.:step1|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step3|Next Step ->]] |