| Here comes MS3D.....
Now to open these up in MS3D, go up to the file menu, then down to the
import option. A side menu will kick out and you will look for the wavefront
OBJ files. Thats what SKN2OBJ created out of the .skn file for you to
edit, along with a .mat file and an .spj file. But we're just concerned
with the .obj file right now.
I'm going to open up the bun one first since I will just be using pieces
of it. Once it's open, I begin moving the vertices (the little dots that
connect the lines) around to start making the shape I want.
*NOTE* Don't ever move the root mesh around! You'll end up with a crap
skin mesh and have to do it all over again. This goes for heads and bodies.
The internal skeletal structure isn't really editable at this point, so
if you move it, it'll just look bad, likewise, if you tried to put the
arm by the leg. You can't bend a body if you're meshing it, you can't
move a head around, either.
Using the sketch I made as a referrence, Here are some pics of the work
in process:
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Screenshot 1
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This is the base of the head mesh.
To get that fuller, loose upsweep look, I need to scale out the sides
of the head. I select the vertices on the side using the "select"
button on the Model tab, and then the scale option. From here I drag the
mouse across the front view window from side to side. One direction shrinks,
the other expands. I also move the vertices on the top of the bun back
and expand them as well to make the bun fuller.
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screenshot2
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screenshot3
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When the head gets too big for the window, I can resize the view using
shift+L to zoom the view in and out. Likewise if I wanted to move the
view around, I don't move the mesh, just the window view with ctrl-L.
The only thing is, you can't use it when the "select" button
is pressed or nothing will happen.
Now that I have the bun like I want it, it's time to delete the face
vertices. I don't need them for this and they will just be taking up unecessary
space and probably look a little funny with the longhair head mesh.
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I also need that stick for the bun, so to make it, I will use the cylinder
button. To minimize vertices (because SKN2OBJ can only handle a limited
amount of vertices and faces, or you will get an error window saying "runtime
error" when you try to convert it back) I set the options in the
window to 1 stack, and 3 slices. I stack, because I'm not bending it anywhere
or making it multicolored, and 3 slices, because as small as it is going
to show up in the game, roundness doesn't really matter.
I make a nice long cylinder, rotate it and move it into place. (I don't
type in numbers to rotate it. I do it manually, dragging the mouse across
the windows depending on the direction I want it to rotate, same as moving
it, just drag it into place.)
I also need some ribbons, and I think the easiest way to do that would
be to make ribbons out of cylinders, too. The only thing I will change
here is to up the stack count to 4. Looking at the side view, along the
bun, the cylinders will have to bend in 4 places, so that should give
me enough to work with.
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