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Post by shioriharu on May 23, 2017 11:56:38 GMT -5
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Post by Leniad on May 23, 2017 15:59:56 GMT -5
I never tried to import a CAS model into an object before, so I don't know, but here are question/suggestions.
You are importing the mesh onto a clone of statue. You deleted all the rigs and vertex from mesh 0 (except for transform bone)
It would help to sort out if a link to mesh was posted.
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Post by shioriharu on May 23, 2017 16:45:11 GMT -5
I never tried to import a CAS model into an object before, so I don't know, but here are question/suggestions. You are importing the mesh onto a clone of statue. You deleted all the rigs and vertex from mesh 0 (except for transform bone) It would help to sort out if a link to mesh was posted. Sure. Here's one before i messed with the vertex groups mega.nz/#!YFZXjC6J!DXAC4_mmkU9zrABR9ZKplCB3Fxs5UVmE3fzH1lEYKmE Here's one that seemed ready, but now after re-opening it in blender the pose was gone. mega.nz/#!tU4g2AbL!pKLvjPQu2eU2zdUX1loxEgUas5MS06OgqDUM_Yx1ZT4 Thanks in advance for any guidance/help!
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Post by inabadromance on May 23, 2017 18:09:34 GMT -5
hi! The problem is that the pose of your model is linked with the armature group, and not the rig. S4S will only import the groups that are present in the package.
I can't really work with your blend since it's very high poly and lags on blender. Can't even imagine how long it will take me to try and import that to s4s.
But i can suggest you something. Would you try it for me? Click on the Armature group and shift click your object mesh. Then hover your mouse over your mesh and press ctrl+p and "keep object transformation". This will set your object's pose instead of "being controlled by another group". Save it with a new name and try re importing that blend.
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Post by shioriharu on May 24, 2017 6:15:58 GMT -5
hi! The problem is that the pose of your model is linked with the armature group, and not the rig. S4S will only import the groups that are present in the package. I can't really work with your blend since it's very high poly and lags on blender. Can't even imagine how long it will take me to try and import that to s4s. But i can suggest you something. Would you try it for me? Click on the Armature group and shift click your object mesh. Then hover your mouse over your mesh and press ctrl+p and "keep object transformation". This will set your object's pose instead of "being controlled by another group". Save it with a new name and try re importing that blend. Hey, thanks for the suggestion, i'll try it right after i get home from work, and edit this post later to include update on the situation Edit 1: Uhh, it said Error: loop in parents. seems it was already parented, i alt-p it, and then ctrl-p it again, now it seems good in blender, but it doesnt show up in S4S :'( also deleting the other vertex groups resets the pose, is there a way i can join all of those into the transformBone group ? Edit 2: Heres what i have now. I assign the vertex groups to transformBone, but when i start deleting them, the pose resets. mega.nz/#!1ZxzgZwJ!dcCFgeTd0SK1LcEPPtU7L7VBrHOoALpiGMHXeKaYGmI Can you help me from here? Edit 3: Progress has been made! imgur.com/t5x3DP5Now i just need to know how to preserve the pose, and how to edit the UV and replace the game textures with Cammy ones. I think ive got the textures, but can you help me with the UV maps ? I know it should be renamed to uv_0 or uv_1 (it is called UV1 originally) for the S4S to be imported properly, but if i just rename the UV file it simply becomes gray in blender, and i guess thats not really what im aiming at.
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Post by inabadromance on May 24, 2017 18:02:29 GMT -5
ok. I looked into it more and this is what you should do.
- Expand the Armature group by clicking on the + icon next to it. - Select the first mesh group, and then shift click to select all the others individually so they are all selected orange. - Hover your mouse to the mesh, and press ctrl+j to join all the groups into one. - Press alt+p and "clear parent". - The merged group will be now out of the armature group. - Go into the modifiers tab of the merged group, and click "apply".
Your mesh will be all grouped and the pose set.
As for the UV. The UV should be called uv_0. Double click uv1 to rename it. For what i'm seeing, the UV of the mesh is moved up, so you'll have to move that down to match the exact texture.
To do this so that is perfectly in place select all the UV from the UV viewport by pressing A. Then press G (translate), Y (lock into Y coordinate), and hold CTRL while moving your mouse down until it fits the texture.
The only thing you'll have to edit is the eyes.. since that covers the whole texture.
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Post by shioriharu on May 25, 2017 7:11:35 GMT -5
ok. I looked into it more and this is what you should do. - Expand the Armature group by clicking on the + icon next to it. - Select the first mesh group, and then shift click to select all the others individually so they are all selected orange. - Hover your mouse to the mesh, and press ctrl+j to join all the groups into one. - Press alt+p and "clear parent". - The merged group will be now out of the armature group. - Go into the modifiers tab of the merged group, and click "apply". Your mesh will be all grouped and the pose set. As for the UV. The UV should be called uv_0. Double click uv1 to rename it. For what i'm seeing, the UV of the mesh is moved up, so you'll have to move that down to match the exact texture. To do this so that is perfectly in place select all the UV from the UV viewport by pressing A. Then press G (translate), Y (lock into Y coordinate), and hold CTRL while moving your mouse down until it fits the texture. The only thing you'll have to edit is the eyes.. since that covers the whole texture. I'm trying this now, but i dont understand a small part of it : "Go into the modifiers tab of the merged group, and click "apply"." i dont see the apply button anywhere, i can just add a modifier, but it gives me an error message for any modifier i try to apply to it, saying "modifier is disabled" Screenshot : imgur.com/cHIXkhdWithout doing the modifiers part, i cant even test if i've done the UV edit right, cause S4S throws me off saying theres a vertex group that is not part of the transformGroup. I'm feeling like a total imbecile :'( Edit: Ok well, made some progress, but it's still not looking like it should imgur.com/B6xwK2D
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Post by inabadromance on May 25, 2017 15:04:57 GMT -5
hi! You're right, i'm so sorry. i made a mistake while transcribing the steps. Specifically in this item: - Press alt+p and "clear parent". Instead of "clear partent" you should pick "clear and keep transformation". You'll now see the armature modifier in the appropriate tab. After that you can safely delete the armature group and your mesh will remain untouched. As for the vertex group issue. You have to head over the Object Data tab, select the first bone or vertex group and press the minus button to delete it. Keep clicking minus to delete all bones.
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Post by shioriharu on May 25, 2017 16:55:47 GMT -5
hi! You're right, i'm so sorry. i made a mistake while transcribing the steps. Specifically in this item: - Press alt+p and "clear parent". Instead of "clear partent" you should pick "clear and keep transformation". You'll now see the armature modifier in the appropriate tab. After that you can safely delete the armature group and your mesh will remain untouched. As for the vertex group issue. You have to head over the Object Data tab, select the first bone or vertex group and press the minus button to delete it. Keep clicking minus to delete all bones. YESS!!! Fantastic! Thank you ! Another step closer, now just need to fix the little UV issue and it's done. I posted a pic at the end of the previous post, there must be a step or something i have missed during the UV edit, cause it's not 100% proper fitting, i think S4S requests an uv_1 too, since the trophy model had one.
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Post by inabadromance on May 25, 2017 17:13:32 GMT -5
Objects do not require an uv_1. Have you followed the steps that i wrote earlier on how to move the uv? i can check the updated blend but i can't see it in s4s due to the high polygons.
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Post by shioriharu on May 25, 2017 17:30:47 GMT -5
Objects do not require an uv_1. Have you followed the steps that i wrote earlier on how to move the uv? i can check the updated blend but i can't see it in s4s due to the high polygons. Yes i figured it out, there were parts missing from the UV net before we fixed the "clear parent" part,now its complete! Thanks a ton for your help, i learnt a lot from you, now hopefully im able to port a lot more of these on my own to fill my ingame shelves as a notorious collector :> imgur.com/0chqO8y
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Post by shioriharu on May 25, 2017 18:00:30 GMT -5
Looks pretty fantastic in game, i have to fix the pose a bit, and the eyes, but i'll have fun with it now. Thanks again ! I don't know how i mark the thread as solved :>
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Post by inabadromance on May 25, 2017 19:39:48 GMT -5
aw i'm glad that you've learned some things. i'm sure it will help you out in the future. You can edit your first post and change the title to add [Solved] at the end
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