Help:Replacing models: Difference between revisions

(→‎Obtaining a Rig: Add vertex buffers image)
 
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<blockquote>Summary: Apply the rig from the original object(s) to your object(s). Set maximum limit for bones to affect vertices to the object's skin count.</blockquote>For 3ds Max: Select the original object's Skin modifier in the modifier list, then copy it. Select your object, then paste the rig onto it. If all has gone well, you're done with this step. 3ds Max uses one or more of a series of algorithms to map the rig of one object onto the rig of another object automatically, and it's generally pretty good about it.
<blockquote>Summary: Apply the rig from the original object(s) to your object(s). Set maximum limit for bones to affect vertices to the object's skin count.</blockquote>For 3ds Max: Select the original object's Skin modifier in the modifier list, then copy it. Select your object, then paste the rig onto it. If all has gone well, you're done with this step. 3ds Max uses one or more of a series of algorithms to map the rig of one object onto the rig of another object automatically, and it's generally pretty good about it.
For Blender:
For Blender:
* Click and drag the object on top of the original object's Armature (the one with the orange upside-down triangle next to it), while holding shift and alt. This will assign the object to that armature, instead. Then, select the object in Object mode, go to the Modifiers tab (which looks like a diagonal wrench, in the bottom right area), click on the box next to Object, and select the armature of the original model.
* Click and drag the object on top of the original object's Armature (the one with the orange upside-down triangle next to it), while holding shift and alt. This will assign the object to that armature, instead. Then, select the object in Object mode, go to the Modifiers tab (which looks like a diagonal wrench, in the bottom right area), and in the box that says Armature at the top, click on the box next to Object, and select the armature of the original model. If there is no box that says Armature at the top, click on Add Modifier and select Armature. There is now a box that says Armature at the top.
* Select your object in Object mode. In the bottom right, click on the upside-down green triangle. If there is anything in the Vertex Groups tab, delete it all with the - button. Then, Ctrl+click the original object that most closely matches its location. Go into Weight Paint mode, click on the Weights button in the top left, and select Transfer Weights. In the bottom left, expand the new small tab there, if it is not already. For Vertex Mapping, select Nearest Face Interpolated. For Source Layers Selection, select By Name. For Destination Layers Matching, select All Layers.
* Select your object in Object mode. In the bottom right, click on the upside-down green triangle. If there is anything in the Vertex Groups tab, delete it all with the - button. Then, Ctrl+click the original object that most closely matches its location. Go into Weight Paint mode, click on the Weights button in the top left, and select Transfer Weights. In the bottom left, expand the new small tab there, if it is not already. For Vertex Mapping, select Nearest Face Interpolated. For Source Layers Selection, select By Name. For Destination Layers Matching, select All Layers.


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====Does this work for TitleBG.pack models?====
====Does this work for TitleBG.pack models?====
Yes. There's no functional difference between resident actors (those in TitleBG.pack, denoted by their presence in Bootup.pack's ResidentActors.sbyml file) and normal actors, save that resident actors are always loaded in memory, so they can be displayed without loading delays. This also means that if you've done something wrong, you'll notice the crashing at the title menu or first loading screen, instead of during gameplay.
Yes. There's no functional difference between resident actors (those in TitleBG.pack, denoted by their presence in Bootup.pack's ResidentActors.sbyml file) and normal actors, save that resident actors are always loaded in memory, so they can be displayed without loading delays. This also means that if you've done something wrong, you'll notice the crashing at the title menu or first loading screen, instead of during gameplay.
====Why does the lighting on my model look weird?====
If you obtained your model - that is, the modded one that you are adding to the game - by extracting it using Switch toolbox as a DAE, then Blender versions from before Sept 24 2022 will fail to read vertex normals on import, and instead generate new ones. This is almost always undesirable, and will result in weird, splotchy shadows on your model. To fix this, update Blender.
If you really don't want to update Blender for whatever reason, use the latest AutoDesk FBX Converter (available [https://aps.autodesk.com/developer/overview/fbx-converter-archives here], yes the latest version is from 2013) to convert the DAE to FBX first.
Not that it's not necessary to convert the rig model, because you delete it. You only need to convert the final model that you will be importing.
Note that once the vertex normals are messed up, converting to FBX won't fix anything. You have to convert it before the first time you transfer the working model from Switch Toolbox to your modeling program.


===Object Placement Issues===
===Object Placement Issues===
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