Editing Specific mods
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[[Converting xps to fbx]] | [[Converting xps to fbx]] | ||
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1. Before importing your model, you need to add a bone to make sure wielded items shows correctly. | 1. Before importing your model, you need to add a bone to make sure wielded items shows correctly. | ||
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Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight. | Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight. | ||
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+ | 2. Now you just have to click on File> Export>FBX. Choose your location and it’s done. Your model is now ready to be imported on your unity project! | ||
Re-select your hand mesh->vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand. | Re-select your hand mesh->vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand. | ||
− | + | 3. Import your rigged FBX model in your Unity Project. | |
− | + | 4. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid | |
− | + | 5. Drag and drop the model on the scene | |
− | + | 6. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference | |
− | + | 7. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the | |
avatar slot of the SetCustomAnimationAvatar component | avatar slot of the SetCustomAnimationAvatar component | ||
− | + | 8. Choose an unique name for your GameObject and create a prefab in the project from it | |
− | + | 9. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu | |
− | + | 10. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown | |
− | + | 11. In the replacement path enter the unique name of your GameObject that you prefabed | |
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose | (without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose | ||
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"Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window | "Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window | ||
− | + | 12. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide | |
==Spell== | ==Spell== |