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#Select all the meshes of the new model, then look up the ninjabot's material and "Assign to selection". The UV maps have nothing to do with this texture. You can fix them, and some model issues, at this point, or you can save it for later. | #Select all the meshes of the new model, then look up the ninjabot's material and "Assign to selection". The UV maps have nothing to do with this texture. You can fix them, and some model issues, at this point, or you can save it for later. | ||
#Now we must use the ninjabot as a posing figure, rotating its parts. The rotations that need to be changed are the shoulders and arms (i.e., "biceps"): set them to (0,+-90,180) and (0,+-58,0), respectively. | #Now we must use the ninjabot as a posing figure, rotating its parts. The rotations that need to be changed are the shoulders and arms (i.e., "biceps"): set them to (0,+-90,180) and (0,+-58,0), respectively. | ||
#The translations of the ninjabot's parts need to be tweaked a bit too. Widen the hips to (0,+-1.35,0), offset the feet to (4.5,0,0) instead of (3.96,0,0), shoulders to (-0.37,-0.4,+-0.48) instead of (-0.37,0.02,+-0.48), "wrists" to (3.1,0,+-0.2) instead of (2.77,0,0) and "handfists" to (2.52,0,+-0.2) instead of (2.52,0, | #The translations of the ninjabot's parts need to be tweaked a bit too. Widen the hips to (0,+-1.35,0), offset the feet to (4.5,0,0) instead of (3.96,0,0), shoulders to (-0.37,-0.4,+-0.48) instead of (-0.37,0.02,+-0.48), "wrists" to (3.1,0,+-0.2) instead of (2.77,0,0) and "handfists" to (2.52,0,+-0.2) instead of (2.52,0,0). | ||
#Make centers visible, select the ninjabot as a tree and check that all the centers are consistent with the articulations of the new model. Save the scene or select everything and export to collada (make sure that the ninjabot is selected as a tree). | #Make centers visible, select the ninjabot as a tree and check that all the centers are consistent with the articulations of the new model. Save the scene or select everything and export to collada (make sure that the ninjabot is selected as a tree). | ||
#At this point you should have something like [http://geyser.oni2.net/edition/characters/bgi/BGI_stretched.zip THIS] (with some extra modeling but no texturing yet). | #At this point you should have something like [http://geyser.oni2.net/edition/characters/bgi/BGI_stretched.zip THIS] (with some extra modeling but no texturing yet). |