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I wanted to import my female pilot character into Blender and do some renders, so I imported the costume mesh.  The default texture rendered thus:
Female Pilot Costume 1 by lefty2016

But I wanted to change the color to option 3.  I tried the obvious thing which was swap the texture for the cover-alls.  This is what I got:
Female Pilot Costume 2 by lefty2016

Argh!  Now the coverall is green but so are the boots and her hands!  That's not gonna work.
While fiddling around with the green texture in the UV image editor, I noticed that when I clicked on the image (in object mode) a little box came up which displayed the RGBA values for the selected pixel.   And the pixels for the hands had an alpha value of 0, which is transparent.  It now seemed obvious that The Movies graphic engine is stacking the textures, so I had to find out how to do that in blender to reproduce the costume.

The answer is in the Doc 2.4 manual (…)

Following the text, I restored the default costume texture, then added a second diffuse texture that was linked to the green texture, on top of the original texture.

Female Pilot Costume 4 by lefty2016

If you look in the texture tab at the lower right of the screen shot, you see two "diffuse" textures.  The green texture is the second one so it is rendered on top of the red one, but the hands and boots show through the transparent portions of the green texture.

It renders thus:

Female Pilot Costume 3 by lefty2016

This is a fairly simple example, but some of the other costumes are more complex.  I am trying to import the cheerleader costume to blender.  That's not hard, but the default texture has long sleeves and I wanted short sleeves.  I am still struggling with that one.
Victorixxx Featured By Owner Edited Apr 3, 2018  Hobbyist Filmographer
Excellent! I recommended this lesson to my friends in the Russian-speaking community TMC | The Machinima Creators of directors! Thanks  lefty2016! Спасибо! :) (Smile)
MoviesBandit Featured By Owner Mar 24, 2018
That is a wonderful find. Blender really can be another Movies.

You could also add another material and in edit mode choose which verts are assigned to it.
But I think just selecting only the verts that needs/uses the overlay, and placing that map over the new texture should do the trick.

That reminds me of another trick.
To decipher an .OBJ file with multiple textures and materials,
going into edit mode will not reveal which part (in the UVMap Window) which texture fits on which part of the object.
A costume (or character) for instance can have up to five or six textures assigned to it at once.
But going into edit mode only shows one of them in the UVMap window.
While in edit mode, down in the buttons window, you can turn on only the verts assigned to each material.
Then as only those verts are selected, go up and select 'separate verts as new object'.
Then, all you have to do is click the next material in number and repeat until all the object are separate by
the material they were assigned.
Now there are several objects.
Each object, going into edit mode, shows in the UVMap window the actual texture that it is mapped to.
For conversion to theMovies, after the objects have been separated into individual parts,
go on to delete all the materials from each object and add brand new ones that theMovies needs.

This only works if the .OBJ had 16 materials or under because 2.49 will not load any more then 16 materials to an object.
A rip from 3dripperdx will have countless numbers of important materials deleted because the entire scene was ripped as one object, and certainly there is a loss of needed material.
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Submitted on
March 22


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