Some verts don't react to any pose, as if their bone is gone, or they aren't a part of a vgroup. delete the tree of now-unused duplicate bones by selecting the duplicate's root and Shift+G, click on children (or via the menu: Select -> Similar -> Children) then, with mouse over 3D view, Delete key.repeat until the armature has two roots, with a tree each, where one tree has all original bones and the other tree has duplicate bones. 0001 suffix and in Bone Properties, set its parent to the original by removing the. in edit mode, in those "duplicate" trees, find the first bone that doesn't have a.the hierarchies are joined, but there are probably some bones ending in.
Materials starting with X use the Y mesh:įor every material, turn on backface culling, blend mode = alpha blend, turn off show backface (or else you'll see your teeth show through). Use GIMP to add layer mask from greyscale, replace base image with black, add alpha channel and save appending _channel.png to filename. what we recieved out of the tool was just BMPs representing these channels.the blender material sets alpha channel to 0 instead of reading from the alpha image file.
materials are broken up into several channels: When you load your face and look at the rendered view, your face is solid black.
Make sure to set all colors in the settings to full white, as the edits here will end up being more accurate
To export things, it also needs a program called assetcc2.exe from the Havok SDK, I got it from a youtube video, kinda sketchy, but it's not a free program so whaddya gunna do. In the benchmark click start a new character, load appearance data, and select character slot.