Help:Replacing models: Difference between revisions

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→‎Import the Model Using Switch Toolbox: Blender skeleton export workaround
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(→‎Import the Model Using Switch Toolbox: Blender skeleton export workaround)
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A dialog window of import options will appear. The picture to the right contains settings for most armors, but you should generally match the formats you copied down in the first step of this tutorial.
A dialog window of import options will appear. The picture to the right contains settings for most armors, but you should generally match the formats you copied down in the first step of this tutorial.


Red box: Generally leave these unchecked. If your textures look all funky, try reimporting with Flip UVs. If you import and the model is not looking at you, but is instead face-down, reimport with Rotate -90 degrees checked. If you import and the model is face-up, use Rotate 90 degrees. If you modified the skeleton, use Import Bones. (It's possible that skeletons exported from Blender may not import correctly if you don't use Autodesk FBX Converter from [[https://zeldamods.org/wiki/Help:Replacing_models#Export_the_Model_from_Your_Modeling_Program #Export the Model from Your Modeling Program]].)
Red box: Generally leave these unchecked. If your textures look all funky, try reimporting with Flip UVs. If you import and the model is not looking at you, but is instead face-down, reimport with Rotate -90 degrees checked. If you import and the model is face-up, use Rotate 90 degrees. If you modified the skeleton, use Import Bones. (It's possible that skeletons exported from Blender may not import correctly if you don't export as FBX.)


Orange box: Keep Original Skin Count will be disabled by default in order to help avoid model stretching issues, but if your weights did not change then you can check this box to help solve some issues. Always check Map Original Materials. If you are importing from DAE or FBX, then you should check Use Original Attributes and Use Original Attribute Formats. If you checked those boxes and changed the names of the objects from the original model, pay special attention to the teal box instructions below. If you check those two boxes, then you can ignore the green and yellow box instructions below.
Orange box: Keep Original Skin Count will be disabled by default in order to help avoid model stretching issues, but if your weights did not change then you can check this box to help solve some issues. Always check Map Original Materials. If you are importing from DAE or FBX, then you should check Use Original Attributes and Use Original Attribute Formats. If you checked those boxes and changed the names of the objects from the original model, pay special attention to the teal box instructions below. If you check those two boxes, then you can ignore the green and yellow box instructions below.
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