@KasumiLove : the part take most time with me is resizing the body ,here is what i do in blender :
for example you want to adapt the body of character A to the head of character B
to fit the vertices , after importing A's body (obj) , you continue import B 's body (obj) (be sure to check keep vertex order when import and exporting)
Vertices editing in blender
i change the body to the approximate size in vertical and Horizontal, then put it in position
then i edit the neck vertices :
turn on "snap during transform"
mode "vertex" and "closest"
disable "snap on to itself"
then i move each neck vertex of A near B ,it will snap automatically
I only edit the most top 2 rows of neck
you can use mask modifier to hide part what you don't want to see of object B , it is very useful with me
Other parts :
use vertex data matcher to match position and normal (weight if needed) (i do it with neck vertices only )
replace texture and mtrlcol (harry's tool)
use skeleton patcher and test
the mesh may distored more in animation when patching from different skeleton (just my experience) , so you may want to rig the bone by using doutoku 's tmcmesh plugin for blender
sorry for bad english
for example you want to adapt the body of character A to the head of character B
to fit the vertices , after importing A's body (obj) , you continue import B 's body (obj) (be sure to check keep vertex order when import and exporting)
Vertices editing in blender
i change the body to the approximate size in vertical and Horizontal, then put it in position
then i edit the neck vertices :
turn on "snap during transform"
mode "vertex" and "closest"
disable "snap on to itself"
then i move each neck vertex of A near B ,it will snap automatically
I only edit the most top 2 rows of neck
you can use mask modifier to hide part what you don't want to see of object B , it is very useful with me
Other parts :
use vertex data matcher to match position and normal (weight if needed) (i do it with neck vertices only )
replace texture and mtrlcol (harry's tool)
use skeleton patcher and test
the mesh may distored more in animation when patching from different skeleton (just my experience) , so you may want to rig the bone by using doutoku 's tmcmesh plugin for blender
sorry for bad english
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