Author Topic: BLENDER SUPPORT  (Read 14300 times)

Offline A Harmless Fly

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BLENDER SUPPORT
« on: December 10, 2014, 08:23:36 pm »

I want to make hats, unfortunately I have not got a copy of maya and use blender. Everything was fine until I got to this step
" and snap it to the charac-ter’s head joint (Male_Rig_Base05_Head). The item will be parented under this joint when it is equiped"
 I imported the .fbx and there is no rigging. What do you think a workaround for blender users would be?
:-\

Offline Richard LeMoon

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Re: BLENDER SUPPORT
« Reply #1 on: December 10, 2014, 09:36:52 pm »
There is a rig on the base human characters. What version Blender are you using?

Also, Blender exports the Normalmap wrong for Guns. The green channel is inverted. You are better off baking the normalmap in xNormal.

Offline A Harmless Fly

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Re: BLENDER SUPPORT
« Reply #2 on: December 12, 2014, 11:54:40 am »
I just switched to 2.72b and Ill keep you updated on the progress. (sorry I'm a noob but bare with me).

(I'm getting xNormal and will show you a screen shot of what imports from the examples .fxb)
« Last Edit: December 12, 2014, 12:03:32 pm by A Harmless Fly »

Offline A Harmless Fly

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Re: BLENDER SUPPORT
« Reply #3 on: December 12, 2014, 12:32:20 pm »
http://imgur.com/HcB0oq4 This is what The Male Character Base.fbx imports like in blender 2.72b (what version have people been getting good results in?)

Offline Richard LeMoon

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Re: BLENDER SUPPORT
« Reply #4 on: December 12, 2014, 07:11:23 pm »
Ok. you are on the right path. When you import the file, you need to tick the manual orientation checkbox, as such.



You will then get a massive mess of bones obscuring the model. To fix this, make sure you have the armature selected (it will say 'Hips' in the lower left of your edit screen), and click the object menu(looks like a little man) , then click Stick, B-Bone, Envelope, or Wire. This will give you an edit image like so:



Once you have that done, go into Pose Mode and select the Head bone. It is this one.



Press Shift S and choose 'Cursor to Selection' in the popup. Go back into Object mode. If you don't want to see the skeleton anymore, push H while it is selected. You may now start creating your model. Do NOT MOVE or RESIZE your model in Object mode. Only make changes in Edit mode, or your origin will move and your model will export wrong.

Offline A Harmless Fly

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Re: BLENDER SUPPORT
« Reply #5 on: December 13, 2014, 03:39:43 pm »
Thanks for all the help, on the subject of origins "shift + crtrl +alt + c" opens this dialog http://imgur.com/VKX8cYz Is it of any use?

Ill post when I have everything you said to do done and Ill show you a test hat.

ctrl +a also does http://imgur.com/rhpmZjm Is that just for uv maping?
« Last Edit: December 13, 2014, 03:53:57 pm by A Harmless Fly »

Offline A Harmless Fly

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Re: BLENDER SUPPORT
« Reply #6 on: December 13, 2014, 04:08:22 pm »
I ended up with this http://imgur.com/b9SHzhf Do I delete the base mesh when its all set up? will that keep the origin in the correct place?



I think I got it, so I set origin to 3d cursor that is on the bone. Then paste my hat into another scene and export it as an obj http://imgur.com/IsaNjAn If I'm still off I have been making a dunce cap so take solace.



I published It as test and have it as hidden, Is it possible for you to see if it works?

« Last Edit: December 13, 2014, 04:39:43 pm by A Harmless Fly »

Offline Richard LeMoon

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Re: BLENDER SUPPORT
« Reply #7 on: December 13, 2014, 08:57:49 pm »
You can just move your model down to 0,0,0 by hitting Shift C, then Shift S, Move Object to Cursor.

Offline iamhands

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Re: BLENDER SUPPORT
« Reply #8 on: December 26, 2014, 12:08:09 am »
How did you go about texturing your hat?

Offline A Harmless Fly

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Re: BLENDER SUPPORT
« Reply #9 on: January 05, 2015, 03:18:48 am »
get xnormal and gimp, then it is just a matter of bashing your head at a wall until textures fall out of your ears. (at least that is my method)