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BLENDER SUPPORT
A Harmless Fly:
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?
:-\
Richard LeMoon:
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.
A Harmless Fly:
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)
A Harmless Fly:
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?)
Richard LeMoon:
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.
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