Description
This tutorial will teach you how to attach new objects to person models using Zmodeler3. This is useful for adding helmets, backpacks, and other accessories to personnel units. Zmodeler3 eliminates all outside work and allows you to edit person models easily, as opposed to Zmodeler2.
[b]1.[/b] Import both the person model you want to edit, as well as the object model you are adding. Make sure the person's .VMO file is in the same directory/folder as .v3o file you are importing - the .VMO file contains the skeleton, bones, and animation sets.
[b]2[/b]. Position the new object where you want it on the person model.
[b]3.[/b] Attach the object to the person model. (Modify --> Attach)
[b]4.[/b] Paint influence of the desired bone onto the object's vertices. For instance: a new helmet will be influenced entirely by the head bone.[list]
[*]4.1. Cycle through bones until you have highlighted the desired bone. (Rigging --> Skeleton --> Set next skeleton bone as current)
[*]4.2. Once the desired bone is highlighted, select the tool to assign desired vertices to highlighted bone. (Rigging --> Influence --> Copy vertices weights between or within object).
[*]4.3. Enable vertex editing mode (Key "1", click on model in viewport). Ensure "Auto" (bottom right corner) is enabled by pressing the spacebar. Using the influence tool, click and drag a box over the desired vertices to assign influence.
[*]4.4. Once desired vertices are selected, disable "Auto" (spacebar). Click in viewport once.
[*]4.5. Use the painting tool (Rigging --> Influence --> Paint weight of current bone on vertices) to paint bone weight onto any stray vertices. This is sometimes required if the first tool does not correctly assign all of the vertices to the desired bone. [b]Note[/b]: It may take several passes of the paint brush to correctly assign all vertices. You want all desired vertices to be the same solid color of the highlighted bone.
[*]4.6. Enable object editing mode (Key "4"). Select normalizing tool (Rigging --> Influence --> Normalize weight on vertices). Click model.
[/list]
[b]5.[/b] Export .v3o file.
[b]IMPORTANT NOTES:[/b]
1. You can check that vertices were assigned to correct bone by opening up .v3o file in Notepad and checking that all new vertices (#, 1024, #, 1024, etc) are listed under correct K/Anchor bone at the very bottom of the file.
2. Sometimes the automated assigning tool in step 4.2 does not assign all vertices correctly. Use tool described in 4.5 to clean up any stray vertices.
[b]1.[/b] Import both the person model you want to edit, as well as the object model you are adding. Make sure the person's .VMO file is in the same directory/folder as .v3o file you are importing - the .VMO file contains the skeleton, bones, and animation sets.
[b]2[/b]. Position the new object where you want it on the person model.
[b]3.[/b] Attach the object to the person model. (Modify --> Attach)
[b]4.[/b] Paint influence of the desired bone onto the object's vertices. For instance: a new helmet will be influenced entirely by the head bone.[list]
[*]4.1. Cycle through bones until you have highlighted the desired bone. (Rigging --> Skeleton --> Set next skeleton bone as current)
[*]4.2. Once the desired bone is highlighted, select the tool to assign desired vertices to highlighted bone. (Rigging --> Influence --> Copy vertices weights between or within object).
[*]4.3. Enable vertex editing mode (Key "1", click on model in viewport). Ensure "Auto" (bottom right corner) is enabled by pressing the spacebar. Using the influence tool, click and drag a box over the desired vertices to assign influence.
[*]4.4. Once desired vertices are selected, disable "Auto" (spacebar). Click in viewport once.
[*]4.5. Use the painting tool (Rigging --> Influence --> Paint weight of current bone on vertices) to paint bone weight onto any stray vertices. This is sometimes required if the first tool does not correctly assign all of the vertices to the desired bone. [b]Note[/b]: It may take several passes of the paint brush to correctly assign all vertices. You want all desired vertices to be the same solid color of the highlighted bone.
[*]4.6. Enable object editing mode (Key "4"). Select normalizing tool (Rigging --> Influence --> Normalize weight on vertices). Click model.
[/list]
[b]5.[/b] Export .v3o file.
[b]IMPORTANT NOTES:[/b]
1. You can check that vertices were assigned to correct bone by opening up .v3o file in Notepad and checking that all new vertices (#, 1024, #, 1024, etc) are listed under correct K/Anchor bone at the very bottom of the file.
2. Sometimes the automated assigning tool in step 4.2 does not assign all vertices correctly. Use tool described in 4.5 to clean up any stray vertices.
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