11. Once loaded, select the particular model type that you want to base it on (although I think they are usually based on the same basic .int file. For example, ALL juggernaut models use the same Jugg animations, therefore it doesn't matter which actual model you choose in the second pulldown menu) |
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12.
Import your mesh by selecting 'File | Mesh Import | myfilename.psk' |
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| 13. A window will come up that you fill in the name and package details. (I don't use maya coordinates} Leave the package name alone and the name is sort of like a sublevel of that. Take note of the name you enter in. Click OK and select 'OK' when it prompts the 'new object:[myname]' | ![]() |
| 14. Take no note of the size of your custome model, we will be using the details of another mesh in order to set up everything correctly. To do this, select the original model you were basing your custom model on from the second pulldown menu. Go to 'Mesh | Copy Mesh Properties' | ![]() |
| 15. Select your model from the second pull down menu again. Go to 'Mesh | Paste Mesh Properties'. It should then scale to the right size. | ![]() |
| 16. To set up the animations again, go to 'Edit | Linkup anim and mesh' (to do a test run, press play on the current animation player. If this doesn't work, select another animation and your character should move in pose and should animate once you press play. For some reason it doesn't work on the first 'play') | ![]() |
| 17. To add your textures, go to the texture browser (first tab in the browser) and go to 'file | Import'. A new window will come up that has more information to put in. Assign a package (this is the .utx file, make sure it is a different name than other info so far), assign group (I don't know what this is, but assign a unique name nevertheless) assign a name for the texture (if you want it different) use the other options if you want (I haven't as yet) and then select 'OK' | ![]() |
18. Repeat this process with all the textures of your model. I find it good to keep all the textures for one model in the one package (I can't see why you wouldn't) so the only thing that changes between each imported texture is it's name. You will also require a Bio pic to select in the player selection screen. This image is 256x512 image that needs to be included in the same package as the other images for your texture. |
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| 19. In the texture browser select one of your textures that are to go on your model. Once selected, select the animation tab and look over to the left to see the 'skins' pulldown menu. Click on one of the materials (eg. [0]) and select 'use'. This assigns the image you had selected in the texture browser to your model. If it has applied the texture to the wrong section of your model, select the other material and 'use' again. Do this until you get the textures correct by moving between the texture browser, selecting each texture and applying it to the required material number. | ![]() |
| 20. Once all your textures are imported (and checked on your mesh) you need to save the .utx file. Do so by selecting 'File | Save' in the texture browser and note the name you save it as (for the .upl file) | ![]() |