Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
modding:modelling:tutorial_character_editing:step2 [2021/09/15 21:15] – giwayume | modding:modelling:tutorial_character_editing:step2 [2021/09/16 09:42] (current) – giwayume | ||
---|---|---|---|
Line 5: | Line 5: | ||
---- | ---- | ||
- | ==== Modify Miriam' | + | ==== Modify Miriam' |
- | I will be demonstrating | + | It isn't critical to complete everything |
- | 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. |
+ | |||
+ | As a reminder in Blender, adjust the units to " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Import SK_P1000.psk. Just a reminder for Blender import settings, uncheck the "Scale down" option before importing. | ||
{{ : | {{ : | ||
Line 26: | Line 32: | ||
{{ : | {{ : | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Deleting Part of the Mesh === | ||
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). | ||
Line 58: | Line 68: | ||
{{ : | {{ : | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Re-assigning Materials === | ||
Press **Alt + A** to deselect everything. Now zoom back out. Move your mouse over Miriam' | Press **Alt + A** to deselect everything. Now zoom back out. Move your mouse over Miriam' | ||
Line 84: | Line 98: | ||
In this case we're still OK, because Miriam' | In this case we're still OK, because Miriam' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Adding New Armor === | ||
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. | 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. | ||
Line 100: | Line 118: | ||
{{ : | {{ : | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | This is called a loop cut, we've just added more faces to the cylinder so it can bend with the arm during animation. | ||
+ | |||
+ | Move your mouse over the cylinder and press **L** to select it. | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Hit the **P** key, a menu will appear. Click " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | 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, | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | **Left Click** on Miriam' | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Hold **Shift** and **Left Click** on the cylinder. The cylinder should have a bright orange outline, and Miriam' | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Press **Ctrl + Tab** on your keyboard. A menu will appear; click on the " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Click " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | A small menu will pop up on the bottom left of the screen called " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | In this menu, set: | ||
+ | * " | ||
+ | * "Ray Radius" | ||
+ | * " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | Now hit **Ctrl + Tab** on your keyboard. In the menu that appears, click " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | With this, you've successfully transferred the weights from Miriam' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Wrapping Up ==== | ||
+ | |||
+ | Make sure in the Scene Collection you rename the armature from " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | On the menu bar, click "File -> Export -> FBX (.fbx)" | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | As a reminder, change " | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | 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.** | ||
---- | ---- | ||
[[.: | [[.: |