Jump to content

DDDes

Members
  • Posts

    1
  • Joined

  • Last visited

Everything posted by DDDes

  1. Hi, trying to use this nice tool to import Xaltar's heads into the Blender 2.80 and create more variety around them. But so far no matter how and what I try, the outcome is either a weird and distorted head model in-game, or the game simply crashes. It's nearly impossible to find any details or extra information on this process aside from a few pages on the Github, would really appreciate an least a brief summary of the steps to make this work proper. What I tried: 1. Take head MDB model, convert to FBX, import into Blender. 2. This results in two 3D objects in Blender: Head and the Eyes. 3. Export back to FBX - but the resulting file is much smaller than the original head. 4. I assume this was the incorrect approach, as the game simply crashed with this head. Then I tried: 1. Take head MDB + P_HHM_skel.gr2 (which this head uses as I checked), convert both of them into a single FBX file, import into Blender. 2. This results in a rather strange structure where COLS and P_HHM_skel object containers are on the same level as high level parents, and Head + Eyes + Skeleton are children of the P_HHM_skel container. 3. Export back to FBX - the resulting file seems to be similar in size to the original head, and it doesn't crash the game, but the head looks distorted. Am I missing something in this process? I was trying all this without making any adjustments just to understand the process. Edit: Also noticed a weird behavior with the skeleton import. It looks like all the facial animation bones are sticking out too far from the face, and some of the other bones are mispositioned. I did check to make sure that Primary Bone Axis is set to Z during the FBX import, but it still looks misplaced in many ways vs. what one would expect the skeleton to look like.
×
×
  • Create New...