Titus¶
A simple example of replacing Titus' head with something else.
First, open the Titus template from Premade Templates. You can use any model or import head.gltf from the example assets.

Note that head_01 and helmet_01 are important names, so do not change them if you do not want to change the game's behaviour:
- When the helmet is on, the head object is hidden.
- When the helmet is off, it is hidden and the head is shown.
If you rename the head_01 object, the head will not hide when the helmet is on, causing possible clipping. In certain cases (e.g. helmet being a hat) you want the head to be always on and it makes sense to edit the head's object name.
Removing geometry
To quickly remove Titus (in the Edit Mode) and leave armor parts: select the required parts by going into Materials, selecting the undersuit material, Select, selecting body material, Select, and then inverse selection with Ctrl+I and delete with X.
-
Delete
head_01and all its LODs (select in the hierarchy view and then Delete Hierarchy). Go to File > Clean Up > Purge, otherwise the newhead_01object will have the.001postfix and the deleted head will be exported as well.Material duplicates
After importing geometry, material duplicates may appear. Model Converter ignores everything after the dot (including the dot itself), so for the tool only the material name is important.

-
Rig the custom geometry: select everything, go to the Vertex Group tab, add a new Vertex Group by clicking the + button, name it
HEAD(the bone we want this geometry to be attached to), and click Assign. To check the configuration, you can click the Select and Deselect buttons.
-
Move the
head_01object back tohead_01_grpnode by drag-and-dropping it while holding Shift.
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Add the Armature Modifier for the
head_01object:
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Use Shift+D and rename, create fake LODs for
head_01and add the mod to the game.
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