Editing mesh files in Blender

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Tarragon Rill
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Wed Jan 15, 2014 1:26 pm

ok moving on to the next step; editing meshes.


I have setup blender to import the .mesh files but when I export them back out to a .mesh things seem to get weird. it seems the rigging is not exported correctly..

Has anybody used blender to edit armor meshes? and if so how did you get it all to work?
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hbrown
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Wed Jan 15, 2014 2:06 pm

Suposly armor can´t be imported to game yet, or something like that, at least what F0nix told me.
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f03n1x
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Thu Jan 16, 2014 2:27 am

Yeah basically what hbrown said it isn't possible just yet since the exporter tools I used don't seem to let bone rigging through, took me a whole day's worth of frustration to realize this.
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Deathhood98
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Fri Jan 17, 2014 5:45 am

You should be able to add Armour in kenshi, nothing is preventing it from my research

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Tarragon Rill
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Sun Jan 19, 2014 6:19 pm

in that case what tools did you use and what steps did you take?
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Deathhood98
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Mon Jan 20, 2014 2:06 am

I said it should be possible, f03n1x what tools have you been using to export or try to? Not that it is

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Tarragon Rill
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Mon Jan 20, 2014 2:45 am

Well the problem seems to be in the export from blender back to the .mesh format. you can import the armor from the game into blender and that seems to work... but after you edit the mesh and try to export it back to .mesh format it seems to loose all the rigging.



This is a uniform I am trying to make for a faction. you see how the slave dress (the ragged skirt) is not quite right? it clips the boots, and the legs in unusual way.

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I wanted to fix this so I just exported this .mesh to blender and removed the leg wrap portion of the armor. Then when I export the new mesh back as a .mesh file and use it in the game this is what I get.

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H2OWally
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Thu Jan 30, 2014 3:16 pm

Tarragon Rill wrote:Well the problem seems to be in the export from blender back to the .mesh format. you can import the armor from the game into blender and that seems to work... but after you edit the mesh and try to export it back to .mesh format it seems to loose all the rigging.
I'm new to modding and adding in your own armor but does that have anything to do with the .skeleton file you're supposed to have with it? I'm sure it's already been tried but all those files seem to be the same to me so couldn't you just copy one and rename it to match the armor?

I just started working with blender yesterday so I could be completely wrong about this.

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afrobro9000
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Sun Feb 23, 2014 3:08 pm

Tarragon Rill wrote:Well the problem seems to be in the export from blender back to the .mesh format. you can import the armor from the game into blender and that seems to work... but after you edit the mesh and try to export it back to .mesh format it seems to loose all the rigging.



This is a uniform I am trying to make for a faction. you see how the slave dress (the ragged skirt) is not quite right? it clips the boots, and the legs in unusual way.

Image
Image

I wanted to fix this so I just exported this .mesh to blender and removed the leg wrap portion of the armor. Then when I export the new mesh back as a .mesh file and use it in the game this is what I get.

It has to do with "Weight Painting" Which is a pain in the butt since you have to pretty much guess which mesh needs to weight more and which one needs to weight less on the skeleton/bones.


Here is a good informative video regarding that:

https://www.youtube.com/watch?v=TBS1qy4jzTg

if you import an armor piece now you gotta have the .skeleton and .mesh file all together
(Ex: hat02_HachiGane.Mesh and hat02_HachiGane.Skeleton)

Also, Make sure you're using this:

https://code.google.com/p/torchlight-to ... loads/list

Also Good luck, this will probably be very annoying assuming you'll be exporting and testing out in game for quite some time before you get it to look natural

**Btw, Keep in mind that i'm only making a wild guess on the weight painting thing as I tried to mess around with it myself and got some pretty accurate results, so don't take it into consideration that this is the fix**

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