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| modding:modelling:tutorial_character_editing:step2 [2021/09/15 21:43] – giwayume | modding:modelling:tutorial_character_editing:step2 [2021/09/16 09:42] (current) – giwayume |
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| ==== Modify Miriam's Body ==== | ==== 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 |}} |
| {{ :modding:modelling:tutorial_character_editing:tutorial_character_editing_weight_paint_armor_part_cylinder_object.png?nolink&800 |}} | {{ :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. | 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 |}} | {{ :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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| ---- | ---- |
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| [[.:step1|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step3|Next Step ->]] | [[.:step1|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step3|Next Step ->]] |