Plugin works great. But... When imported into REDkit it seems there can be an issue with just one bone. For a head, it's the vertices weighted to "Ears", they look wonky and sucked into the head. The Eye/Teeth mesh, the vertices weighted to "right_eye", looks like a lazy eye turned in toward the nose.
Found the issue: These particular bones aren't orientated correctly. They need to be manually edited in Blender to fix the deforming.
"right_eye" bone is turned in a little originally. So I mirror the left_eye's coordinates "ears", the tail needs to point back on the Y axis, Same Z as the head, and -90° roll.
Actually found an old post elsewhere from a few years back with exports of this same exact mesh, and the bones look exactly the same (wrong). Go figure. Thing is, if you import the .fbx that was directly output from REDkit, it actually still works properly. Guess there's potential of something being slightly off about the fbx REDkit exports from its original files. Not sure if this can be detected or fixed?
Hi! I have a problem. I take a head mesh, load the fbx file into blender. Then I export the file to a new fbx. Then I want to import it back into redkit but the file is imported without bones. What could be the reason? I have already tried different export settings but it does not work. Maybe someone had this problem too
Hey there! I was wondering if this plugin changes bone names to "Armature" when used. About a year ago when I created mods for UE games using it, importing PSK files would automatically adjust the scene scale to 0.01? (Blender version 3.6.5). After reinstalling Windows 11, I lost my plugin config files and now the scale isn't auto-applied anymore. Not sure what's affecting the scaling now - the only plugins I remember using were this one and the PSK import plugin v280. Do you recall which one handled the automatic scaling?
Hey, I am trying to find out the same thing as the comment above. Was searching for the folder with those files in Wolvenkit but I feel super lost :( . could you please maybe give more explanation on how to find and upload them?
I imported a custom mesh into blender and when I export it as an .fbx file the characters hair is translucent ! it keeps defaulting to "alpha blend" rather then being "alpha clip" or "alpha hashed."
I've been reading that its to do with blenders fbx system that doesn't apply all settings etc when exported, in any case can someone whom has been getting a similar issue be able to point me to a solution ? I heard you have to "bake" material/texture before export. I am yet to try that although I'm hoping there might be an easier way to do this if possible.
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But...
When imported into REDkit it seems there can be an issue with just one bone.
For a head, it's the vertices weighted to "Ears", they look wonky and sucked into the head.
The Eye/Teeth mesh, the vertices weighted to "right_eye", looks like a lazy eye turned in toward the nose.
Found the issue:
These particular bones aren't orientated correctly.
They need to be manually edited in Blender to fix the deforming.
"right_eye" bone is turned in a little originally. So I mirror the left_eye's coordinates
"ears", the tail needs to point back on the Y axis, Same Z as the head, and -90° roll.
Actually found an old post elsewhere from a few years back with exports of this same exact mesh, and the bones look exactly the same (wrong). Go figure.
Thing is, if you import the .fbx that was directly output from REDkit, it actually still works properly.
Guess there's potential of something being slightly off about the fbx REDkit exports from its original files.
Not sure if this can be detected or fixed?
EDIT:
Got Blender 4.0, and actually followed the instructions on the main page, replacing the three scripts. Got the Armature!
I have a question.
How can I export my mesh into skeletal mesh?
thank you!
Because I can't even open the models up to the model viewer in WolvenKit when I unbundle the files. And the file size is much smaller with unbundling.
I wonder if someone can help me out ?
I imported a custom mesh into blender and when I export it as an .fbx file the characters hair is translucent ! it keeps defaulting to "alpha blend" rather then being "alpha clip" or "alpha hashed."
I've been reading that its to do with blenders fbx system that doesn't apply all settings etc when exported, in any case can someone whom has been getting a similar issue be able to point me to a solution ? I heard you have to "bake" material/texture before export. I am yet to try that although I'm hoping there might be an easier way to do this if possible.