06-16-2023, 07:18 PM
I have the Cupid Elmer (Looney Tunes World Of Mayhem) model from a pack on DA, however he has 3 seperate expressions and I want him to be one whole model. Also I'm not 100% sure if he is rigged or not.
Models with more than one expression
|
06-16-2023, 07:18 PM
I have the Cupid Elmer (Looney Tunes World Of Mayhem) model from a pack on DA, however he has 3 seperate expressions and I want him to be one whole model. Also I'm not 100% sure if he is rigged or not.
06-17-2023, 05:51 AM
He's rigged but the bones don't seem to be parented properly, all the bones are just listed under the root.
As for the geometry, you can just join the meshes and then merge duplicate vertices (Whether you should merge duplicates depends on what you want to do with it, you can see at the end the normals were destroyed by the merge). https://youtu.be/HoXAvnOJySo
06-17-2023, 02:04 PM
(This post was last modified: 06-17-2023, 05:53 PM by ElmerFuddFan.)
(06-17-2023, 05:51 AM)Qw2 Wrote: He's rigged but the bones don't seem to be parented properly, all the bones are just listed under the root. This is blender right? Can you do like a written tutorial? Edit: I had someone seperate the expressions, hense the title, so there's 3 different models. I want just one.
06-17-2023, 07:28 PM
Ah. They were already combined for me. I assumed you got them from this pack: https://www.deviantart.com/kittyinhiding...-895526067
Anyway yeah that was in blender. Basically what I did was: 1) Go to Object Mode 2) Select the meshes I didn't want (Control+Click to select multiple) 3) Delete by pressing X 4) Select the meshes to join into one (Control+Click to select multiple) 5) Go to Object -> Join 6) Go to Edit Mode 7) Go to Mesh -> Merge -> By Distance 8) Reduce the distance by adding a bunch of 0s (You can skip this most of the time) 9) Back to Object mode And that results in all the geometry being combined. This only gives you one expression for the model though, and I think what you meant was to have all the expressions combined into one model so you can switch between them; which I don't think is possible unless you switch between expressions by hiding all the expressions except for the one you want to display. With animation that sort of thing tends to vary by program.
06-17-2023, 09:43 PM
(This post was last modified: 06-17-2023, 09:47 PM by ElmerFuddFan.)
(06-17-2023, 07:28 PM)Qw2 Wrote: Ah. They were already combined for me. I assumed you got them from this pack: https://www.deviantart.com/kittyinhiding...-895526067Do I open the original and unedited model in there? Also what are the names of the meshes I delete and the ones I join into one?
06-18-2023, 05:50 AM
(06-17-2023, 09:43 PM)ElmerFuddFan Wrote: Do I open the original and unedited model in there? Also what are the names of the meshes I delete and the ones I join into one?Yeah, the original .fbx. It starts out small in blender so click on the empty at the top "elmer_fudd_cupid_1" and scale in the 3D view by pressing S and moving the mouse away from the center. The names of the meshes depend on what face you want. Let's say I want Elmer's scared face, then I would delete: elmer_cupid_head_sad elmer_cupid_head_angry_smile elmer_cupid_head_default And join: elmer_cupid_head_scared elmer_cupid_1_body elmer_cupid_1_quiver elmer_cupid_1_wings
06-18-2023, 03:29 PM
(This post was last modified: 06-18-2023, 03:40 PM by ElmerFuddFan.)
(06-18-2023, 05:50 AM)Qw2 Wrote:I'm still confused sorry, what I'm trying to say is I want the model to be able to have different expressions still, including blinking.(06-17-2023, 09:43 PM)ElmerFuddFan Wrote: Do I open the original and unedited model in there? Also what are the names of the meshes I delete and the ones I join into one?Yeah, the original .fbx. It starts out small in blender so click on the empty at the top "elmer_fudd_cupid_1" and scale in the 3D view by pressing S and moving the mouse away from the center. I'll try this too though. I'm planning on attempting to turn it into the MMD formats anyway and not all models are too expressive.
06-18-2023, 04:29 PM
(This post was last modified: 06-18-2023, 04:52 PM by ElmerFuddFan.)
(06-18-2023, 05:50 AM)Qw2 Wrote:(06-17-2023, 09:43 PM)ElmerFuddFan Wrote: Do I open the original and unedited model in there? Also what are the names of the meshes I delete and the ones I join into one?Yeah, the original .fbx. It starts out small in blender so click on the empty at the top "elmer_fudd_cupid_1" and scale in the 3D view by pressing S and moving the mouse away from the center. This was the... "result". Not upright and missing pupils. I hate 3D modeling so much :'(
06-18-2023, 07:01 PM
(06-18-2023, 03:29 PM)ElmerFuddFan Wrote: I'm still confused sorry, what I'm trying to say is I want the model to be able to have different expressions still, including blinking.You mentioned that you wanted it in MMD which I have some experience with, so I attempted to port the model with the expressions intact. https://drive.google.com/file/d/16ESboWI...sp=sharing With that in mind the original answer to your question would be to use material morphs to change the alpha rather than just deleting some of the mesh. Anyway, for the pmx just use the morphs in the 'other' section to choose the expression. There's no blinking expression though, I think that you're supposed to use the "brow" bones to emulate it. Sorry for all the confusion, I think I just wasn't exactly sure what you wanted to do.
06-18-2023, 07:53 PM
(This post was last modified: 06-18-2023, 08:22 PM by ElmerFuddFan.)
(06-18-2023, 07:01 PM)Qw2 Wrote:(06-18-2023, 03:29 PM)ElmerFuddFan Wrote: I'm still confused sorry, what I'm trying to say is I want the model to be able to have different expressions still, including blinking.You mentioned that you wanted it in MMD which I have some experience with, so I attempted to port the model with the expressions intact. Thanks, I'll test this next time I'm on my laptop and will let you know if I have anymore problems. Can you post a regular fbx too? Edit: He's not reading motion data
06-19-2023, 06:40 AM
I'm 90% sure the reason motions don't work is because the bones aren't named according to what the motion expects.
There's apparently a bone renamer according to this guide: https://github.com/powroupi/blender_mmd_...del-to-MMD but I couldn't get it to work. :\ Also here is the fbx (its basically the same as the mmd model but without the morphs for the expressions) https://drive.google.com/file/d/1H4Qi-JH...sp=sharing
08-19-2023, 11:28 AM
(06-19-2023, 06:40 AM)Qw2 Wrote: I'm 90% sure the reason motions don't work is because the bones aren't named according to what the motion expects.Is there a way to automatically rename bones? I don't see a "bone renamer" on the website. |
« Next Oldest | Next Newest »
|