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LuckyMog

Vertical Assigning (BONE to MESH

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Okay I'm gonna get started, I'll let you know how it comes out. It might take awhile because might have resize the arms so they fit better.

Also is it important that I attach all the joints?

Edited by LuckyMog

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Okay so here's a picture of what I'm trying to do at the moment...which is scaling.

So far it doesn't look that bad but Im trying fix it so fits. This means some parts may end up smaller only to fit the skeleton.

I also noticed that Jecht has some bone parts like his weapon if I don't assign that to anything will it be a problem?Scaling.thumb.jpg.6cbaafb10a1b535a5e95cc94ee14451e.jpg

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you dont have to assign all the bones btw

just the ones you need, the final gmo will handle the hitbox
dont worry about not doing the sword, it'll work as an invisible sword just fine

Edited by Haussenkraft
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7 minutes ago, LuckyMog said:

Okay I about to export an smd from milkshape

For the options should I select Reference,Sequence, or With Vertical weights(HL2)?

Reference and With Vert Weights

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I finally did it, I got the skeleton and texture to appear in Noesis. I used the GMO tool for my Fbx file but it's also still in T pose without animations did I mess up somewhere?

Edited by LuckyMog

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Just to verify, I need to use Noesis and import Jechts model into Milkshape, but this time without the -gmobasepose and as an mds file? 

 

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nope

first you need to use fbxconv toconvert your mod fbx to mds
then use gmoconv to convert jecht's gmo to mds

aaaaaaaaand well, this is the trickiest part to explain in modding 

 

im not good at explaining stuff so give me a few minutes to relay the steps

Edited by Haussenkraft
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First of all, you need to convert wargreymon's textures to gim

After you convert both the fbx and gmo to mds, open both mds in notepad++

in jecht's mds, delete the blendbones, blendoffsets, and drawparts in the Model "_000A" and Model "model-0" part of his mds

once you've done that, go to wargreymon's mds and replace the .png extensions to .gim

replace the rootnode to root

the diffuse, specular, and ambient should be replaced with:

Diffuse 1.000000 1.000000 1.000000 1.000000
Specular 1.000000 1.000000 1.000000 1.000000 80.000000
Ambient 1.000000 1.000000 1.000000 1.000000

when you're finished replacing those, go back to Jecht's mds and go to Model "model-0", 
scroll down til you find the trans_include bone. Copy the trans_include bone and everything above it.
then paste it to wargreymon's mds replacing the trans_include bone and above.

use gmoconv -to gmo to convert wargreymon's mds  to gmo

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Every time I attempted to convert my fbx file into an mds file using fbxconv the box pops up but says error and quickly closes, so it doesn't convert. What should I do?

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I think I have Wargreymon mds file  fixed a little  but Jechts might take a little longer...

Do you mind if I send you some pictures of what I think the blendbones, blendoffsets, and drawparts areas are located just to make sure? You know it better than I do.

Edited by LuckyMog

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 Jechts mds might prove to be a little challenging.

Are these the blendbones, blendoffsets, and drawparts in the Model "_000A" and Model "model-0"?

Info-Jecht.thumb.png.5d6ece1aa9c488e8e740fe32501bc534.png

Also that row ends at trans include so that means get rid of everything above that?

Info2-Jecht.thumb.png.241019297b3dd8cdc256578c5c4c050c.png

 

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download notepad++ so that it looks more  organized

and nope those arent the ones

these are the blendbones and blendoffsets,

P7CjSGE.png

and this is the drawpart

NsATkul.png

delete those until you're left with only the parent bone and translate

qvs7FIM.png

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Okay I fixed it but I have a slight problem

Using gmoconv -to gmo to convent the mods file back into gmo isn't working, and now when I look at the mods file type after saving it in notepad++ the file type is now a text document instead of an mds file formats. did I save it wrong when I was finished?

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It's okay I figured out how it works, I think I also now might understand how rigging might work, though I need more practice...

I only have one more question though it's probably one you already answered though.

A gmo file like Jecht has to be exported from Noesis in Smd or psk, with flip UV on. What about the custom model like Wargreymon does it matter if Wargreymon is an Obj file, or does that ruin the whole thing?

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