Good point. Actually, I feel awesome about the downloads aswell. I mean, it was created in 2015 and was meant as a joke (and tech test tbh). If this triggered at least one short laugh (wherever), it is more than I've ever expected. Thanks to all people giving it a try. Whoa.
awesome, but would u mind telling me what software u are using to import and export the fbx file? I used from 3ds max2014-16 as well as cinema4d and maya all failed to deal with the fbx file correctly...
To export/import game data, I use W3MH (see http://www.nexusmods.com/witcher3/mods/415/?) on top of the mod tools. Actually, the helmet thing was a test case for W3MH. But could do with ModKitchen or bare hands batchfiles aswell, I understand. Work on the fbx was done with C4D R16 (Prime). Import sometimes comes in with wrong orientation, so need to reorient and rebase axes. As soon as joints are in there, wighting may need adjustment, too. On export, I tick 'export materials', but not 'embed textures'. For a starter, you might want to use e.g. a shield item (no joints) and just displace a vertex, to see how it turns out. That is what I did. Will add some info about the pipeline to the file description, too. HTH.
47 comments
:'>
Work on the fbx was done with C4D R16 (Prime). Import sometimes comes in with wrong orientation, so need to reorient and rebase axes. As soon as joints are in there, wighting may need adjustment, too. On export, I tick 'export materials', but not 'embed textures'. For a starter, you might want to use e.g. a shield item (no joints) and just displace a vertex, to see how it turns out. That is what I did.
Will add some info about the pipeline to the file description, too. HTH.