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This tutorial will assume you understand the basics of 3d art generation, and have a finished weapon model read to be implemented, for more information on creating video game assets, see our Workshop PagePreparing Mesh:

Weapons must have the same proportions of the one they are modifying in important game play dependent areas. The "damaging" area of the weapon should not be mismatched in any way (length of a blade, placement of an axehead, etc) and the handle should match exactly wherever the hands of the character are to grip it, so as to avoid clipping through the fingers. For what weapons would fit in the game, and their style specification, see this page.

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titleNote For Blender Users: Click here to expand...

the current stable release of blender doesn't support importing bones from .FBX, however it will be added in a fourthcoming release, for the time being download this early build http://graphicall.org/110 to import the reference weapon, and export your skinned version. WARNING: this version is not officially support yet and therefore might be unstable, consider only using this for import/export and doing your modeling in another version. Bones would need to get a correction to their orientation (FBX bones seems to be -X aligned, Blender’s are Y aligned), this does not affect skinning or animation, but imported bones in other apps will look wrong. Also, make sure your scale is correct, you should have your Units set to the default Blender units. Otherwise you might have scaling issues on import.

Additional another workaround: the BOS importer found here: http://blenderfbx.render.jp/install can be used (in the step reguarding io_scene_bos_fbx.zip, grab that file from: http://blenderfbx.render.jp/home and put it into the same folder that you place umconv).

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