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Adding a hat to a Minion

Do you want your minion to have a cool hat? 😃 Read on

Preparing our files

There are a few different ways to get files from the game. For this guide lets use Penumbra's Import from Screen combined with model export (textools can also accomplish this).

We are going to put the "Calfskin Rider's Cap" onto the "Meercat" minion. Equip the hat on your character and summon the minion. Then in Penumbra's Mods tab, make a new blank mod (call it whatever you like) and open Advanced Settings.

guide-minion-hat-new-mod.png

Open the Import from Screen tab, click Refresh Character List at the top left. Then click the Add a copy... button at the far right for the "Calfskin Rider's Cap" mdl on your character and the minion body on the Meerkat.

guide-minion-hat-game-export.png

Now we will export these model files so that we can edit them in blender. Go to the Models tab of Advanced Editing (the window that we already have open).

For each model, select it in the dropdown, expand the Import/Export tab, and click Export to glTF. Put these files somewhere you will remember cause we will need them in the next step 😃 (You may want to put them in a folder as they will also export all the textures for the model)

guide-minion-hat-game-export-models.png

Blender!

(Note: This guide is using Blender version 3.6.2)

Importing the files

Open blender and clear out the tree navigation to the right.

guide-minion-hat-empty-scene.png

Now we will import our models. We will first import m8320b0001.gltf then we will import c0801e6116_met.gltf. Go to File -> Import -> glTF 2.0 and find each model and import them.

guide-minion-hat-blender-file-import.png

You should have some items on the right panel now and if you expand them they should look like the following. mesh 0.002mesh 1.002, and mesh 2.002 should be the different level of detail models for the hat as long as blender gave you the same names on import. We are going to use mesh 0.002.

guide-minion-hat-blender-items-imported.png

Click on mesh 0.002, hold shift drag it to Armature on the right panel. Then rename it to mesh 3.0.

guide-minion-hat-blender-move-rename.gif

Select mesh 3.0 and change its armature modifier to point to Armature instead of Armature.001.

guide-minion-hat-blender-armature.gif

Now right click on Armature.001 and select Delete Hierarchy

guide-minion-hat-blender-delete_hierarchy.gif

Your setup should now look like this.

guide-minion-hat-blender-scene-check-hierarchy.png

Moving the hat

Click on the hat mesh in the 3d space and select Object -> Set Origin -> Origin to Geometry.

guide-minion-hat-blender-origin.gif

Now we will use the move and rotate tools to move the hat to the minions head. This part is not an exact science, so use the gif below as a guide and move the head to a position you like.

guide-minion-hat-blender-moving-hat.gif

Adding weights

Now we need to add weights to our hat otherwise it will not move with the minions head. We are getting off a little easy with this mod as we only need to give the hat weights for one bone to make it look correct. Weights can be much more complicated for other clothing items, but we will keep it basic in this guide.
First lets figure out the bone that controls the minions head. In the gif below we can see that the bone for the head is j_head.

guide-minion-hat-blender-hat-bone.gif

Now lets add weights for the hat to that bone. Switch back to object mode in the top left dropdown. Then select mesh 3.0, open the data panel (green triangle looking one), and delete all current vertex groups.

guide-minion-hat-blender-delete-groups.gif

Add a new group called j_head and switch to Weight Paint mode.

guide-minion-hat-blender-add-group.gif

Ensure your weight slider is set to 1.0. Switch to the gradient tool, and make the whole hat red.

guide-minion-hat-blender-add-weights.gif

Verify! Now we can switch back to our Armature then in pose mode we can verify the hat is attached to the head bone now.

guide-minion-hat-blender-verify.gif

Export

Now we can export for the game. We will be exporting as a glTF. There are a few settings we need to change for the export as well. Specifically we will enable Tangents and Custom Properties as they are not included by default. Please see the Penumbra Model Info if you are having issues with this.

guide-minion-hat-blender-export-button.png
guide-minion-hat-blender-export-settings.png

Import back into game

Before we import the updated minion model, we will need to grab the hat material and redirect it to the minions folder in game so that the new mesh can use it. Lets use the Import from Screen tab in Advanced Settings to import this material from our character, then update the file redirect to put it in the minions material folder.

guide-minion-hat-adding-hat-material.gif

We can also delete the hat mdl file from our modpack while we are at it as it is no longer needed. Make sure to remove the file redirect then click Apply Changes before deleting the file or you will cause issues with your hat in game.

guide-minion-hat-blender-delete-hat-model.gif

Now lets import our new minion. Go back to the model tab, select the minion model, select import from glTF and find your minion model you exported from blender. (Do not check the checkboxes above the import button, we should not need them.)

Click Save to File after import is done.

guide-minion-hat-blender-import-to-game.gif

All Done!

Thats it. Enable your modpack and redraw your minion and you should see the hat 😃

guide-minion-hat-done.gif