User blog comment:X-Machinist-X/Dishonored random stuff/@comment-26438896-20160214152456

After 3 days of studying Blender to make my customizable "Admiral Samuel", after having TONS of problems with bones and animation, finally the monster is here ! :D

What I did:

NOTE: I understand if you don't understand nothing of all this list. I'm a newbie with Blender and I met huge difficulties while making this model)

1. Made Samuel as tall as Havelock for proportions (in Dishonored, Samuel is as tall as an Officer; strangely, in SFM he's the shortest of all Dishonored character. I heard from 64 GIGS.exe that his model was first exported from Xnalara, so he could have been resized before that);

2. I swaped their head, but I noticed Sammy's head was bigger than Havey's (blame me for the first point);

3. I resized Havelock's body to respect the proportions between it and Sammy's head (I could have resized of kept Sammy's original size as well);

4. Because of some issues with scaled bodies (and bones) proportions, I needed to use Sammy's facial bones and unite them with Havey's bodily bones, creating an unique armature - if I kept Havelock's armature, for example, I could have had little problems in moving Sammy's head, lips, etc;

5. I put the armature, body and head of Adm. Samuel in a "group", so I could move both head and body with the armature - if I didn't do that, I could move the armature, but not the body and so nothing;

6. I expoted everything into .smd format;

7. I compiled the .qc file... more than once (I discovered that $Define bones isn't unnecessary, luckily- It only complicated my work). I needed to write these parameters:

$ModelName "Admiral Samuel\Adm_Samuel.mdl"

$BodyGroup "Admiral Samuel" { studio "adm_samuel_body.smd" } $BodyGroup "Admiral Samuel" { studio "adm_samuel_head.smd" }

$SurfaceProp "flesh"

$Contents "solid"

$MaxEyeDeflection 90

$CDMaterials "models\Admiral Samuel\"

$Sequence "idle" { "anims\idle.002.smd" fadein 0.2 fadeout 0.2 fps 30 }

Nothing simpler.

8. Before exporting the model, I wanted to take care of the texture first, so I could see the finished model with Half Life Model Viewer; the texture are, obviously, the same of Havey's body and Sammy's face;

9. I created the model with the .qc file I compiled before and saw it with HLMD. It worked!!!

10. I tested it on SFM. It works!!!

That's what I did in order to make this monster. 64GIGS.exe gave me the permission to modify his Dishonored models to create it. Credit to him and Arkane Studios for the original models.