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Post by alanwalker on Jan 17, 2018 10:37:35 GMT
Hi, Could anyone run through the steps to do this, or is there already a guide for this, it would be really helpful if someone could cover the key steps from the point of me having already made a character, exported as an fbx and a bunch of textures ready. So im just interested in the sed side of things, opening up their skeleton, importing my custom mesh, then selecting bones / verts and applying weight values, and playing back stock animations so i can spot weighting glitches. If i bring my mesh into sed and setup the weights, can i then export my mesh back out with the weight information intact? if this is possible can I also export existing game characters Also what texture maps does this engine expect to find for the game characters, ie diffuse (colour), specular, normal. Can it handle opacity for hair nicely, are their any complications with transparency? ways to setup doublesided rendering for layered plane style hair, or it is best to stick to solid closed meshes Please help. Thanks! I didn't find the right solution from the Internet. References: forums.seriouszone.com/showthread.php?t=62862SaaS Promotion Examples
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