​Import & Pose the Model:
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Import ASCII into Blender
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Rename the Objects
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Rename the Left and Right bones (add .L and .R to the end)
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Allows you to pose one side and have the other side auto-mirror what you're doing (halving the work).
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E.g. "Upper Left Elbow" and "Upper Right Elbow" would need to be "Upper Elbow.L" and "Upper Elbow.R"
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For mirroring to work (they have the EXACT same name aside from the .L and .R suffix)
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Scale + Pose the model (use the pose data from King)
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Save as OBJ file (to remove the Skeleton)
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Import OBJ file, transfer weights + remove vertices:
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Import the OBJ file into a new instance of Blender
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Manually select each object > Object > Join > rename to "Body"
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Change the Textures: Object mode > select Body > Context materials (red circle)
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Import Wardlow .PSK file (used for the base skeleton)
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Weights: Select Wardlow object file > Shift click to select the Body object > Weight Paint
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Body object should be blue, not Wardlow
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Weights > Transfer Weights
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Vertex Mapping = Nearest Edge Interpolated
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Source Layers Selection = By Name
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Object Mode > Delete the Wardlow object file (keep the rest)
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Delete the "F_" Vertex Groups from the Body (these are face bones)
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If they have a mask head (e.g. King) also remove "J_Eye" and "J_Tongue" files.
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Weight the Head: Edit mode > Wireframe mode > select Lasso
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Draw a ring around the head > click "J_Head" > click Assign
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Weight Paint > Weights > Smooth > Iterations = 1, 2, or 3
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Object Mode > select the Body > Object > Apply All Transforms
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Drag the Body object into the Wardlow Armature (hold shift to parent to object)
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Select Body > Wrench icon > Add Modifier > Armature
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Object = Armature > Object > Apply All Transforms
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Edit Mode > Select None > A (select all)
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Vertex > Merge Vertices = By Distance
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ALT+N > Set From Faces
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Save the file > Export as FBX
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