View Full Version : New Head

01-08-2008, 09:19 PM
At least, that's what I was TRYING to make.
However, it's not working out so well.

To export the head and get it to work in K1 after I've fixed up a head model, would I follow the same "rigging" as I would for modelling a lightsaber?

I'm not sure, but when I try to work the replacer method, it doesn't come up with the actual head model.


Or am I doing the wrong thing completely? :confused:

Kristy Kistic
01-09-2008, 09:16 AM
Unfortunately with head models you can't use model ops at all. (It will remove all the animations, among other things.) What you can do is use Taina's Replacer. You can't add or remove anything from the head, since the program only supports moving of existing vertices and texture coordinates. So we're pretty well limited on what you can actually do with a head model.

If you need the program send me a pm. :D

Edit: Just an FYI - The model ops replacer will only replace a trimesh. The head inside a compiled binary model is a skin - hence, why it doesn't show up in the list.