Moderator: madga182
Oleg wrote:bones affection on head model is probably inaccurate, or bones location does not match the replaced head perfectly. you should check how facial bones affect original head to see whether your replaced model reproduce the same in ZModeler. it is very hard to get a good bones weight on a head model by copying weights, the source and destination model should match nearly perfectly to retain all facial animations correctly.
another thing is a head material configuration, it can use facial expression bump/displacement textures (at least player model does this).
Retrocop wrote:Also, is there way to made hat spawn always?
Oleg wrote:the first thing to go is to import model back into ZModeler and inspect the hierarchy and/or availability of .mesh object in a groups/branches you've mentioned.
Initially, the branch "head_000_r" will be exported, if it has ".mesh" geometry object inside and this object is bind to a skeleton. Skeleton could be either inside of any branch/group of "current ydd file's hierarchy", or be a ".skel" object in ".global" branch. Using ".global" branch is my preferred choice as it allows messing around with multiple .ydd files at once (e.g. when editing player components), or when importing/exporting/reimporting ped ydd files.
in any case you should clarify, what is meant by "everything is there except the head_000_r" - branches are missing or nothing shows up in them? does it look the same in ZMod after reimport?
Oleg wrote: собственно вариантов два: геометрия головы отсутсвует совсем (нет .mesh объекта), или объект есть, но в с ним непорядок. посмотри на его составляющие, возможно правильная геометрия оказалась на L1 лоде, а не на L0.
Oleg wrote:в целом, всё выглядит правильно.
посмотри в OpenIV детализацию подробности про геометрию (в идеале, сделай экспорт где только head_000 и в Open посмотри раздел "More information" - там будут данный по шейдерам и скольно на каждый приходится полигонов.
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