Step 1 |
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Click "File" > "New" to run the wizard.
Now click the Browse button, browse to your exported TPM file, select it and click "Open".
Select the preset we want to use as template. We've used the original
"RaptorB" skin as reference in the previous tutorials, so we'll use the
same preset now as well.
Click "OK". The files will be loaded.
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Step 2 |
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You'll be asked to select the skin model, click "OK".
A new window with a list of model names will be loaded. Select the name of your exported skin model, and click "OK".
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Step 3 |
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The skin will now apear in the viewport and you can begin assigning weights. But remember to save the scene under a new
filename first.
At this point the skin has a green glow over it, that's because none of the vertices are assigned to a bone.
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Step 4 |
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Now select a bone in the bone list, lets start with numbered "00". A bone, or actually joint, will be highlighted
in orange in the viewport, this is the currently selected bone.
Now click or drag over a few vertices in the viewport, they will become
red, that means it is assigned to the currently selected bone.
Now select a different bone in the bones list. The vertices you just
selected will become white, that means they are assigned to a bone, but
not the selected one. Got the idea?
Select bone "00" again
and assign all vertices to selected joint that are between the
currently selected joint and the next joint. |
Step 5 |
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Now repeat what you've done in the previous step until you have all
vertices in the tail assigned to the tail joints. Remember, only
vertices that are on or come after the selected joint should be
assigned or you will notice warping problems with your creature
in-game. |
Step 6 |
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Now rotate the view around. Oops, we didn't assign the vertices on the other side. That's because vertex-culling
is enabled. This means that all vertices that are not visible cannot be
selected, which is actually very usefull on other areas of a skin,
especially in tight areas. However, you can disable this option either
by switching to wireframe mode or by unchecking the option in the
"View" menu when you don't need it.
Now fix it and assign those remaining vertices.
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Step 7 |
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Continue repeating the previous steps until all vertices are assigned to the appropriate joint.
As with bipedal dinosaurs you won't have to assign the vertices in the
arms to the arm joints because the arms are not animated anyway. You
can assign them but that may cause a slight bit of warping. Assign the
vertices to the last joint before the first neck joint for the best
results.
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