I made a mistake @ 48:08 ! I dropped the skeleton into Visuals/Characters/
It should have been in Visuals/Characters/Hero_Swords
In this video, I show you how to rip models, set up and rig your custom model over the original one, set up the files inside of UE4 and finally pak everything together to get the mod working in the game!
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00:00 - Extracting models using Umodel.
01:52 - Convert model to .FBX
03:34 - Initial set up in Maya.
06:07 - Importing custom model into Maya and set up.
11:50 - Adding a 'swoosh' mesh.
16:08 - Proxy mesh creation.
18:15 - Examining the weighting of the original meshes.
19:41 - Vertex Weighting the handle.
20:39 - Vertex weighting the proxy mesh.
30:25 - Weighting the Swoosh.
35:34 - Transfering the weights of the proxy mesh to the game model.
37:40 - Maya Crashed T_T. Do the same for the swoosh mesh. (I continue the process using an older model I had already skin wieghted.)
38:10 - Exporting the rigged models to FBX.
40:11 - UE4 project set up.
45:22 - Importing our custom model into UE4
52:12 - OPTIONAL - setting up the materials for preview in UE4.
52:43 - Cooking the project.
54:54 - Gathering the cooked assets and creating a .pak.
57:16 - Install your mod!
#modding #UE4 #Ghostrunner