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Showing content with the highest reputation on 09/16/2022 in Posts

  1. I can't help you with the specifics in Blender, but the general idea is that you keep the skinned meshes (head, tongue), the danglymeshes (hair flappy bits), and the rendered trimeshes (eyeballs/eyelids, upper/lower teeth). You transplant those onto the rig of a head from the target game. 3DS Max makes this trivial due to its ability to store skin weights and reapply them, but I don't know if Blender has equivalent functionality. Edit: I haven't tested it, but try this. Swapped to K1's PMA04 rig. PMHA06_For_K1.7z
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