Hormagaunt¶
A simple example of making a hormagaunt with a big head.
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Put
cc_hormagaunt.usffrom theSampleUsffolder into Model Converter folder and run the following comand:ModelConverter.exe --no-skin ./cc_hormagaunt.usf -
Import the resulting
GLTFfile into Blender. -
Delete the
.root.node and renameROOTintohierarchy.
This is the non-skinned part of a character: locators and CDT meshes.
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Convert
cc_hormagaunt.usflike usual, without the–no-skinoption and add it to the mesh as well. -
Perform a similar cleanup procedure, but this time remove every rigid mesh and locator from under the
ROOTnode by deleting them completely, then move skinned geometry into according places underskinned_geometry. You will also find the same mesh inPremadeTemplatesfolder. It is recommended to take it from Premade Templates, because all those steps are only for theGLTFand Blender limitations.
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hierarchy— contains all non-skinned meshes and locators. Locator and the bone are the same for the game and, during convert, skeleton and hierarchy of locators are merged. ROOT— bones.-
skinned_geometry— all the skinned geometry and its grouping. -
Hide everything but head-related geometry and CDT (
head_01,head_02,head_03,head_04, LODs, andHEAD_cdt). -
Switch to the Cursor Mode and move it to the back of the head.
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Switch to the Selection Mode and select everything.
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Set transform pivot as 3D Cursor. Press S and scale the head.

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Export the model and check the result.

Additional exercise: replace all head variants with different geometry of your choice. Extra points if it’s a meme.
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