DarthParametric Posted October 7 Author Posted October 7 57 minutes ago, Gibbz said: You're referring to something like this I haven't watched it, but judging from the thumbnail, probably. In specific regards to TOR models, expanding on what I said above you'll need to scale them by around 8 to 9x, depending on the target you're trying to match and rotate 180°. But the two big things are reposing the legs and arms, and adjusting the limb (specifically forearm) lengths. I usually found it was easier to just lop off the TOR hands/gloves and utilise vanilla KOTOR hands rather than try and reposition them. But that will probably vary a bit depending on the specifics of the source model and what rig you're targeting it to. As far as remapping skin weights goes, TOR heads use a lot more face bones, so those need to be condensed down to the nearest KOTOR equivalents. 1 1 Quote
Gibbz Posted October 7 Posted October 7 9 hours ago, DarthParametric said: I usually found it was easier to just lop off the TOR hands/gloves and utilise vanilla KOTOR hands rather than try and reposition them Thanks for the tip. 9 hours ago, DarthParametric said: TOR heads use a lot more face bones, so those need to be condensed down to the nearest KOTOR equivalents I'm not going to mess with the heads, just going to stick with the vanilla KOTOR heads for now. At most, I'm only working on the parts from the neck down (depending on the armor model). I was only planning to do like a test run for something like adding/replacing custom armors. See how it would look like in the game, if the KOTOR animations mesh well, etc. Then, see where it goes from there. Quote
DarthParametric Posted October 7 Author Posted October 7 4 hours ago, Gibbz said: I'm only working on the parts from the neck down Oh, that's something I forgot to mention. For any model where you need a seamless neck join (like underwear or anything exposing the base of the neck/shoulders), you'll need to adjust the TOR mesh to fit KOTOR's low poly neck stump. It's literally a case of hexagonal stump in a round hole. 1 Quote
Gibbz Posted October 8 Posted October 8 (edited) 17 hours ago, DarthParametric said: It's literally a case of hexagonal stump in a round hole Something like this? There's a smaller extrusion on the bottom where the neck is supposed to be that doesn't overlap the collar but it's not visible from the angle I took the picture. Edited October 8 by Gibbz Addendum Quote
DarthParametric Posted October 8 Author Posted October 8 You may not need to worry for armour. Like I said, it's really only for anything with exposed skin, or possibly any of the "skintight" torsos. It will look like this: Quote
Gibbz Posted October 31 Posted October 31 Yeah, it's all coming together. I scaled the armor to 9.5 on the X, Y, Z then scaled it again to 1.1 on only the X and Y to get it to fit the KOTOR body proportions. Didn't want to mess with the scales anymore because it was close enough to me. Haven't got around to posing the legs yet. The PM will look a little shorter than the one in vanilla KOTOR (shorter than Mandalore but still taller than Atton). Nothing too noticeable. Quote
Dark Hope Posted November 1 Posted November 1 (edited) Do you still have the bones and weights? You could rename the vertex groups along with their corresponding weights by following the same pattern. The legs and arms must match the positioning of the original; otherwise, the animation will not play correctly. Bones are required to make these adjustments. Edited November 1 by Dark Hope Quote
Gibbz Posted 22 hours ago Posted 22 hours ago On 11/2/2026 at 12:01 AM, Dark Hope said: Do you still have the bones and weights? The bones and weights for the TOR model or the KOTOR model? I only extracted the meshes and textures for the TOR armor model without the bones and weights so I added it but I'm not sure if it's accurate (especially the pelvis and feet area in the first image). The KOTOR model only had vertex groups and animation hooks on them. I tried matching the bones of the TOR model to the KOTOR vertex groups in the second image. Separately, is the last image normal when porting armor models? Quote
Dark Hope Posted 5 hours ago Posted 5 hours ago Bones are needed to deform the geometry of an imported model. Your geometry has remained in its original position. It is easier for you to export the model from TOR. with the bones and weights already included. The bones will allow you to deform the mesh in Blender, and the vertex groups (with their associated weights) can be renamed to match the vertex groups used in KOTOR. If importing bones with vertex groups is not possible: 1. Create a skeleton and bind it to the mesh. 2. Deform the mesh using this skeleton so that the arms and legs are in the same positions as those of the KOTOR model. 3. Rename the weighted vertex groups so that they match the vertex groups of the KOTOR model. 4. Apply (save) the mesh modifier and delete the skeleton. 5. Rename the UV map of the imported model to "UVMap." 6. Join the objects using Ctrl + J. Select the mesh of the imported model first, then the mesh of the KOTOR model, and press Ctrl + J. 7. Enter Edit Mode and delete the KOTOR model mesh. 8. Export the model. It’s better to use the original hands. Getting the weight settings right is incredibly difficult. If I happen to work on something like this in the near future, I’ll post step-by-step screenshots. Quote
Gibbz Posted 12 minutes ago Posted 12 minutes ago (edited) 5 hours ago, Dark Hope said: Your geometry has remained in its original position I didn't bind the skeleton yet in the first two images. More like these? I haven't lopped off the hands yet in the images. Edited 8 minutes ago by Gibbz Quote
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