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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' | ==== 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. |
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+ | As a reminder in Blender, adjust the units to " | ||
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+ | {{ : | ||
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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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{{ : | {{ : | ||
- | 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, |
{{ : | {{ : | ||
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+ | **Left Click** on Miriam' | ||
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+ | {{ : | ||
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+ | Hold **Shift** and **Left Click** on the cylinder. The cylinder should have a bright orange outline, and Miriam' | ||
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+ | {{ : | ||
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+ | Press **Ctrl + Tab** on your keyboard. A menu will appear; click on the " | ||
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+ | Click " | ||
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+ | A small menu will pop up on the bottom left of the screen called " | ||
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+ | {{ : | ||
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+ | In this menu, set: | ||
+ | * " | ||
+ | * "Ray Radius" | ||
+ | * " | ||
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+ | {{ : | ||
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+ | Now hit **Ctrl + Tab** on your keyboard. In the menu that appears, click " | ||
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+ | {{ : | ||
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+ | With this, you've successfully transferred the weights from Miriam' | ||
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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 " | ||
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+ | On the menu bar, click "File -> Export -> FBX (.fbx)" | ||
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+ | As a reminder, change " | ||
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+ | {{ : | ||
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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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[[.: | [[.: |