Every time I import the helmet I have created it doesn't seem to be rigged properly, I will list the process I have used to far...
-Exported Bannerlord human skeleton using tpac tools as .dae and imported into blender.
-Alligned helmet with the imported skeleton.
-Used skeleton as parent to the helmet (renamed as 'human_skeleton_notused').
-Selected helmet & skeleton and used to ctrl + p to use automatic weights.
-Used the weight painter on the helmet to make sure the mesh is only painted to 'head' vertex group.
-Exported mesh as .fbx using the following settings:
-Placed .fbx file into assets folders & imported using following settings:
When I test the mesh in the model viewer it doesn't seem to be rigged to the head bone, it's more like it's attached to one of the arms or hands:
Is there something I am missing, or any more in-depth guides that could help me with importing new models and rigging?
-Exported Bannerlord human skeleton using tpac tools as .dae and imported into blender.
-Alligned helmet with the imported skeleton.
-Used skeleton as parent to the helmet (renamed as 'human_skeleton_notused').
-Selected helmet & skeleton and used to ctrl + p to use automatic weights.
-Used the weight painter on the helmet to make sure the mesh is only painted to 'head' vertex group.
-Exported mesh as .fbx using the following settings:
-Placed .fbx file into assets folders & imported using following settings:
When I test the mesh in the model viewer it doesn't seem to be rigged to the head bone, it's more like it's attached to one of the arms or hands:
Is there something I am missing, or any more in-depth guides that could help me with importing new models and rigging?