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.max file is for 3dsmax 2017 which is the software I used to make this model!
Sure! The files are already provided in the description.
Yeah unfortunately SFM's default rigger is only tailored for models that pretty much strictly abide Valve's biped skeletons. You will have to use custom rigging scripts just like most other imported models would need, I think you can find a few of them right here in Steam Workshop.
even after 3 years of this being uploaded!
Dude your the best!
Ah! I thought it was an actual map, nice scenebuild, then.
It is a scenebuild using props from "After School Club Room"
May i ask what the map in the 5th screenshot is?
Niko_hull is collision mesh, for gmod specifically.
You just have to check "Ignore leaf bones" and "Automatically orient bones" in the armature settings in the import menu.
Also, is the Niko_hull model like a reference mesh or the collision mesh for source?
Oh, sure, by all means!
oh no, i mean if *I* could make a tutorial.
i just saw i typed "A" instead of "I"
The @ tag doesn't actually work, it is for courtesy purposes.
Anyways, I'm not great with Blender myself so unfortunately no, I won't be making a Youtube tutorial. The model was originally made to be compatible only with SFM and gmod.
sorry, forgot the @ tag, read below this comment
and my god there are a lot with this model.
thanks for all the help you have been giving me, I was really stubborn with trying to get this model to work because this is by far the best Niko model out on the internet!
do you mind if a do a tutorial on youtube for how to get this model to work with blender?
The eyes and facial expressions are controlled via shape keys.
hay! sorry for the late reply, we are props in different time zones. anyways I was able to use a program called crowbar and convert the workshop model and it looks fine... however there is no ringing for the face, like the eyes are shut and the mouth is slightly open.
https://imgur.com/a/ugtBkhn
I don't know what to do, like should I try to rig it? or is there something I'm missing?
Ah I've done this before but that was a year ago and my mind is iffy about it now. First off, you need to find a way to reset the bones back to its original position because for some reason one side is fine and the mirrored one isn't. Fiddle around import options or maybe it has something to do with poses? I remember being able to get it back to proper T pose. Second, delete the collision model (grey thing overlapping the model), it was used for gmod ragdolls.
a few kinks is putting it lightly
https://imgur.com/a/zqrCkny
I'm trying to find a way to convert the SFM file to a file the blender 2.8 can read but little to no luck
You can import the FBX into Blender. There'll be a few kinks you have to figure out, tho, since the model was originally made in 3dsmax.
You are using AutoRigger V1.9, yes? If you assign ValveBiped.Bip01_L_Hand for boneHandL instead of the default ValveBiped.Bip01_L_Wrist that autorigger autodetects, the rig should work fine. The same goes for the other hand (replace L with R). Just tested and have zero problems. Also make sure that in the Spine Options, pick '3 spine bones' instead of 4.
wow it has been so long I forgot how the model worked. The hand and fingers you should probably ignore because they are hidden. As for the sleeves, find if there's a single bone that controls all four parts, if not, I don't think there's an easy way to autorig it. Apologies that I still didn't double check and am offering suggestions based on what I can remember.
If you assign the end of the sleeves as her hand in autorigger, it should work fine but if doesn't then I really don't know how to approach this.
the default biped rig doesn't work unfortunately, due to different bone names and structure.
Go ahead! There even used to be an entire server based around modifying this model in vrchat.
"Game - Character_Name"
Facial expressions and eyelid controls are under "Unknown", there should be sliders such as "HideEyeLids". Try playing with the controls to find what controls what.
Oh, they probably only affect the iris instead of the whites. I don't really know how to do it then, perhaps shine a light at it?
But the codes you said, doesn't work. Glossiness makes it looked like he/she about to cry
Don't see what parallaxstrengh and corneabumpstrength does though >.>
Sorry, I don't use the built-in rig! Probably caused by the naming of the bones. If you need ik rig I think you need to write one on your own.
When I tried apply the model w/ the rig_biped_simple, it doesn't work.
Any solution?