This guide will explain the process you’ll have to go through if you
want to exchange meshes between models using blender
Intro
Let’s say your objective is to put quiet’s boots into the goblin
swimsuit, this will work because both leg and boot meshes share the same
bones, so something like a model from a different game, or a mesh with
specific bones from another fox-model will not work without rigging it
which will not be covered in this guide.
Pipeline
- import all the fmdl models you want in unity, they should all be at
0,0,0 so overlapping each other.
- select the desired meshes then drag and drop them inside of the
model hierarchy you want, avoid repeating numbers such as: “5 -
MESH_leg” and “5 - MESH_body” otherwise they’ll disappear in
blender.
- to export them out of unity as .dae, convert them to .fbx with the
autodesk fbx
converter
.
- import it into blender, no actual changes need to be made in it,
it’s simply the case that a “dry” swap in unity only cannot be done
or else the model will stretch into infinity in a random direction
when ported into the game.
- the model will have a 90 degree rotation on the x axis, change that
number to 0, the model should lay flat on it’s back.
- immediately bring it back up again by putting the value back to 90.
- then while having the armature selected press “ctrl+a” and select
“rotation”, this will bring the x axis’ rotational values back to 0
but the model’s orientation will not visually change but all the
meshes will have a +90 degree rotation on the x axis.
- now export as .dae with no global transforms with -z forward and y
up.
- in unity the model’s orientation should appear to be correct in the
model preview but wrong when you drag and drop in the viewport so
when you bring all the positional and rotational values back to 0
the model should be centered and up straight, if that’s not the case
you screwed up some previous step.
- now export as .fbx and reimport it back into unity, this is done so
that the bounding boxes are generated correctly, the model will and
should be oriented wrong, specifically it should be on it’s back,
now apply the materials and etc.
- export it as .fmdl and reimport it, now the model should be oriented
correctly and game ready, now export once again.
Additional Notes
Sometimes if you’re suffering from non-model related visual glitches
you’ll need to implement the textures you’ll use in the file structure
of your mod which would look something like this:
“Assets\tpp\chara\(variable asset suffix like ‘dld’ or
‘sna’)\Pictures”. to find those textures you can double click the
texture icons in the inspector tab in unity, that will show you the
texture size, name, resolution, and location, you can use that info to
fetch the dds and drop them on the “Pictures” to later convert them back
to .ftex and .ftexs by using the .ftex tool.