I wanted to add my polearms and my new guns to the naval brews for my Fantasy mod. My question right now really deals with the euro-equip for Napoleon which is used by the naval crews. has anyone added weapons to Empire euro_equip.variant_weighted_mesh? So I have a question, been searching through the thread here. holding down the left mouse button and moving the mouse onto one, or are we supposed to select a vertex from a list? I don't understand the assignment process so could you be more specific?įor example when we assign to a vertex, are we supposed to select a vertex using the selection square i.e. I deleted the groups cointaining the head and hat from the euro_hussar model and deleted the body from the pikeman and merged.
Ultimate unwrap 3d vertex wieghts mod#
The original models are euro_hussars (from the original ETW game) and the model 1600_Dutch_late_pikeman from my mod Colonailaism 1600AD (a model which uanime5 made). Could you explain and use screenshots for each step? I have attached the original models I am using, and the progress with the merged model so far. On the other hand, if I pick a joint from the upper list, I don't see that error message on the screen. The screenshot attached below then appears. I then select Righthandmiddle2 from the first vertex drop down menu and click assign. I clicked SelAssigned and the entire model lights up as blue. I have clicked on the joint "Righthandmiddle2" in the bottom joint list. I have attached a image called "screenshot" to show you what that screen looks like in 1.8.5.Įdit: I have just merged two models. which I am using? In particular the "Show" button here is not in 1.8.5. Are you sure all of this applies to 1.8.5. Thanks I will try it out.I see from the screenshots you are using MS 1.8.2. MilkShape will then show you this message : Then, return to 1 up to have no joint assigned to the joint. Assign to assign vertex weights to the new joint Show + select to select all vertex having the same vertex weightsģ. reassign the first joint from skeleton B to its equivalent from skeleton Aġ.select vertex having the same vertex weight : click on SHOW and then on SELECT.When processing step 3, modder has to reassign vertex weights for each weights. I don't know why, but vertex weight assigned to the second joint is alway automatically reassigned to its equivalent from model A skeleton. Moreover, when a vertex is linked to 2 joints, modder only need to reassign the first joint. sum of vertex weights for each vertex is always equal to 100.a vertex can not be linked to more than 2 joints (but it can be linked to only 1 joint).Modder has to follow strict rule when processing step 3 STEP 2 : selecting Se|Assigned to select all vertex whose vertex weights is mostly linked to this joint (vertex weight > 50%) STEP 1 : selecting joint by clicking on it in the drop-down list STEP 0 : be sure to select SELECT + VERTEX in MODEL tab The reason is simple, due to dependencies between joints, if you begin with the first one (Hips joint belonging to previous model B), it could delete all other joints from model B too. The method I use is always to begin with the latest joint. He has to delete all joints belonging to the previous model B after reassigning their vertex weights.Ĥ. So, modder get 2 skeletons instead of one. So, what happens when merging model B into model A : skeleton from model B is added to skeleton from model A Modder will have to keep the original skeleton and remove the one comping from the other model.īut, before removing joints, modder will have to reassing vertex weights first. When merging models, skeleton are merged too. Weapon1, 2 and 3 are used for equipments from euro_equipment_variant_weighted_mesh file.ĭespite the true joint hierarchy, MilkShape present its own list as a drop-down menu : When merging models, skeleton are merged to.