Well, the *.MOR files aren't meshes that you can load into a 3D editor. They are vertex deltas that get applied to the existing base head *.MSH files.tmp7704 wrote...
I was thinking rather it could be something like loading the mesh into 3d editor, moving the eyeballs back to their intended place (i'd imagine them being placed so low is recult accidental move&save without paying attention) and then saving the resulting file. If the unique shape is a *.mor then replacing the Eyes section with one taken from the "game" Leliana *.mor file the way you did should also work, hopefully.EJ42 wrote...
If it works anything like Blender does, then removing vertices from a shape key could be tricky. I found over 1400 new entries in the *.MOR file just from moving that slider, and that's just in the EyesM1.
If you play around with Blender, you will see where you can make "shape" keys in the animation section. You select the vertices you want to move for that shape key, and place them where you want them to be. Then, for any given animation frame, you can select the strength of that shape that gets applied. That looks like the way the toolset shape sliders are functioning. The only way to fix something you don't like in a Blender shape key is to select that shape key, then move the offending vertices wherever you want to be (or just copy over them with the default positions). Since we don't have access to the Leliana shape data from the toolset, we can't really do this.
For my Leliana face mod, I only changed the lips and a little of the lower jawline and chin. Fiddling with the eye positions at all will likely cause the eyes to be in a strange position after editing the *.MOR.
Modifié par EJ42, 12 janvier 2010 - 05:38 .





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