- is it possible to chop off the head of a full-body-head model including the animations? if so, how? (i tried as a stupid-but-simple approach to just delete all the parts of the model below the head in GMax, but you don't even wanna know what strange abdominations I got ;))
I havent' actually tried this, because it would be so easy for everything to go wrong. It should be possible, since I know there is a mod that took the head off of a full body Duro, and made it usable as a seperate head (here
http://www.lucasforums.com/showthread.php?t=204574). It doesn't have any facial animations though. I think that it might require a mix of merging models and adding polys to heads. See the tutorial section for more, but these are the two I'm thinking of:
http://www.lucasforums.com/showthread.php?t=204225)
http://www.lucasforums.com/showthread.php?t=204094)
Again, I have NO idea if it would actually work.
What you could try is after making the ascii.mdl, use notepad and delete the unwanted parts with text edit. Each portion should start with "node" and end with "endnode". Just be sure to leave in the bones, dummies and helpers that a head model usually has (I don't know if you need to leave in or take out the neck bones).
Then see if it will still open in gmax. If it does, move things around so the the neck lines up with the big base square (I forgot what it's called). If it doesn't open, then you're missing some bones or helpers (I guess).
If it exports again, you'll have to try the method that Miro42 came up with.
You can see why I haven't bothered trying? :raise: Too many ways for it to mess up and frustrate me :headbump. Good Luck :)
- how can a part of a model's texture be made completely transparent (if it can be done)?
I was thinking about this, 'cause if you use a full-body-model as a pc-head, you get the full body 'standing' on the pc body, so if you could move the whole thing down and make everything but the head transparent ... might be an idea to follow.
well, you'd make parts of a texture transparent by using an alpha channel with the default shader (the default is transparent).
I doubt this would work the way you want it to. I'm guessing that the animations would never sync up. For example, the headless visible body would be turning to the left while the invisible body would turn to the right; creating a gap between the visible head and visible body.
- anybody knows why there are head-only textures for quarren and weequay in tsl, but no head-only models (or am I just too stupid to find them?)?
the full body models of many humanoid characters use two textures for one model. This allows for more detail and higher resolutions while keeping file size down. Example; two 512x512 px tgas use less MB than one 1024x1024 px tga.
- what's the safest way to move a (head-)model around (down/up) without changing anything else about it (animations, ...)?
use the Taina's replacer method. The problem though, is that Taina's program doesn't change the coordinates of the helpers (like mask hook or goggle hook), so those might have to be done with hex editing (and I can't really explain that very well). As long as you aren't changing the general dimensions of the head too seriously (ie keep the eyes really close to the original height), then you shouldn't have to worry much about the helpers.