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| 1 | +<!DOCTYPE html> |
| 2 | +<html> |
| 3 | +<head> |
| 4 | + <meta charset="UTF-8"> |
| 5 | + <title>AssetEditor Kitbash Editor Explanation</title> |
| 6 | +</head> |
| 7 | + |
| 8 | +<body> |
| 9 | + |
| 10 | + <h1>What the Kitbash Editor Does</h1> |
| 11 | + |
| 12 | + <p> |
| 13 | + The <strong>Kitbash Editor</strong> inside AssetEditor is a beginner-friendly tool that lets modders create new unit appearances by combining parts from existing Total War models. |
| 14 | + </p> |
| 15 | + |
| 16 | + <p> |
| 17 | + A simple way to think about it: |
| 18 | + </p> |
| 19 | + |
| 20 | + <p> |
| 21 | + <strong>The Kitbash Editor lets you build a new model by mixing and matching pieces from existing game models instead of creating a model from scratch.</strong> |
| 22 | + </p> |
| 23 | + |
| 24 | + |
| 25 | + <h2>Examples of what you can do</h2> |
| 26 | + |
| 27 | + <ul> |
| 28 | + <li>Give a unit a different helmet</li> |
| 29 | + <li>Swap weapons between characters</li> |
| 30 | + <li>Attach armor from another faction</li> |
| 31 | + <li>Combine creature and humanoid parts</li> |
| 32 | + <li>Adjust the size or thickness of armor pieces</li> |
| 33 | + <li>Create completely new visual variants of units</li> |
| 34 | + </ul> |
| 35 | + |
| 36 | + <p> |
| 37 | + Instead of sculpting models like a professional 3D artist, you are assembling them like digital LEGO pieces. |
| 38 | + </p> |
| 39 | + |
| 40 | + |
| 41 | + <h2>Why the tool exists</h2> |
| 42 | + |
| 43 | + <p> |
| 44 | + Before the Kitbash Editor, creating new models usually required advanced software such as: |
| 45 | + </p> |
| 46 | + |
| 47 | + <ul> |
| 48 | + <li>Blender</li> |
| 49 | + <li>Maya</li> |
| 50 | + <li>3ds Max</li> |
| 51 | + </ul> |
| 52 | + |
| 53 | + <p> |
| 54 | + It also required knowledge of rigging and animation systems, which can be difficult for beginners. |
| 55 | + </p> |
| 56 | + |
| 57 | + <p> |
| 58 | + The Kitbash Editor was designed to make visual unit modding easier and faster. |
| 59 | + </p> |
| 60 | + |
| 61 | + |
| 62 | + <h2>What the Kitbash Editor helps modders achieve</h2> |
| 63 | + |
| 64 | + <ul> |
| 65 | + <li>Create new unit appearances quickly</li> |
| 66 | + <li>Reuse existing game assets safely</li> |
| 67 | + <li>Avoid complicated 3D modelling software</li> |
| 68 | + <li>Test visual ideas rapidly</li> |
| 69 | + <li>Learn modding step-by-step</li> |
| 70 | + </ul> |
| 71 | + |
| 72 | + |
| 73 | + <h2>Types of projects you can make</h2> |
| 74 | + |
| 75 | + <h3>1. Variant Units</h3> |
| 76 | + |
| 77 | + <p> |
| 78 | + Example: the same soldier with a different helmet, shoulder armor, or weapon. |
| 79 | + </p> |
| 80 | + |
| 81 | + <p> |
| 82 | + Result: a new visual version of an existing unit. |
| 83 | + </p> |
| 84 | + |
| 85 | + |
| 86 | + <h3>2. Custom Characters</h3> |
| 87 | + |
| 88 | + <p> |
| 89 | + Example: combine armor, helmets, cloaks, and weapons from multiple factions. |
| 90 | + </p> |
| 91 | + |
| 92 | + <p> |
| 93 | + Result: a unique hero or lord appearance. |
| 94 | + </p> |
| 95 | + |
| 96 | + |
| 97 | + |
| 98 | + <h3>3. Hybrid Models</h3> |
| 99 | + |
| 100 | + <p> |
| 101 | + Advanced users can combine multiple creatures or armor sets into completely original designs. |
| 102 | + </p> |
| 103 | + |
| 104 | + |
| 105 | + <h2>Important Feature: Re-Rigging</h2> |
| 106 | + |
| 107 | + <p> |
| 108 | + When combining parts from different models, their skeleton structures may not match. |
| 109 | + </p> |
| 110 | + |
| 111 | + <p> |
| 112 | + The Kitbash Editor includes a feature called <strong>re-rigging</strong>, which: |
| 113 | + </p> |
| 114 | + |
| 115 | + <ul> |
| 116 | + <li>Connects meshes to skeletons</li> |
| 117 | + <li>Prevents animation problems</li> |
| 118 | + <li>Keeps models from stretching incorrectly</li> |
| 119 | + </ul> |
| 120 | + |
| 121 | + <p> |
| 122 | + This step helps ensure the model animates correctly inside the game. |
| 123 | + </p> |
| 124 | + |
| 125 | + |
| 126 | + |
| 127 | + |
| 128 | + <h2>Main Goal of the Kitbash Editor</h2> |
| 129 | + |
| 130 | + <p> |
| 131 | + The overall purpose of the Kitbash Editor is to help modders create new visuals without needing professional 3D modelling experience. |
| 132 | + </p> |
| 133 | + |
| 134 | + <ul> |
| 135 | + <li>Reuse existing game assets efficiently</li> |
| 136 | + <li>Prototype ideas quickly</li> |
| 137 | + <li>Lower the difficulty of starting modding</li> |
| 138 | + <li>Act as a stepping stone toward advanced modelling workflows</li> |
| 139 | + </ul> |
| 140 | + |
| 141 | + |
| 142 | + <h2>Simple Beginner Explanation</h2> |
| 143 | + |
| 144 | + <p> |
| 145 | + The Kitbash Editor is a tool that lets you open Total War models and build new ones by swapping and combining parts from existing units. It works like assembling a custom miniature using pieces from different kits, but inside a digital 3D environment. |
| 146 | + </p> |
| 147 | + |
| 148 | +</body> |
| 149 | +</html> |
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