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Asterisk's Plugin Features
For some of the features listed here, it's necessary to understand the documentation notes as some features deal with controlling the "special" behaviour of some aspects of mod3.
To transfer properties between meshes make a copy of the mesh who's properties you wish to copy. Delete the vertices in the copy (Select Mode Vertices > A > Del). Join the mesh you want to receive the properties with the empty mesh (Click on the Target Mesh in the explorer sidebar > Shift click on the Empty Mesh on the explorer sidebar Control+J).
Skeletons can be freely editing, moving the nodes as necessary. It's possible to add bones by using the "Parent To" command. It's possible to establish a symmetry relationship between bones on two sides of an axis of symmetry by creating a modifier "CHILD_OF" and setting it to the desired opposite end as target. Bones should only have a single "CHILD_OF" constraint as the mod3 format allows only one symmetric pair.
Mod3 allows a vertex to have the same bone multiple times on it's weight array, functionally splitting a weight. It's unknown why it allows this. It's possible to label groups as BONE_NAME(BONE_INDEX,WEIGHT_REPETITION) so that one can have for example Bone.(001,0), Bone.(001,1), Bone.(001,2) this will all be read by the exporter as Bone.001 but kept separate when writing. This notation works by concatenating so Bone.001(,0) is identical to Bone.(001,0), and it's possible to use it even when renaming bones. LArm002(,0) and LArm00(2,0) and LArm(002,0) will all be tied to the bone named Arm002, and kept split.
Additionally the mod3 format doesn't store the last vertex (of 4 it only stores 3, of 8 it stores 7), the last weight is calculated as 1-sum(weights). This means the last weight is "special". Split weight notation allows assigning a bone specifically to this position by using a WEIGHT_REPETITION value of -1. As there can only be 1 negative weight per vertex, only 1 of a vertex's weights can be from a group with explicit negative. LArm002(,-1) for example would be the vertex weight group that if found on a vertex assigns it to it's last weight.
Additionally, with the discovery of non-final weights ordering being relevant to animation, Split Weight Notation can be extended into Split Slash Notation, under this scheme the last entry on the parenthetical section can be expanded with a slash to indicate the priority of the weight on the vertices internal ordering of the weight. For example Bone.(001,0/0), Bone.(002,1/2), Bone.(004,2/1) would ensure that the vertex's weight groups result in the exact ordering of [001,004,002]. Explicit negatives take precedence over Split Slash indexes however (the import will however always assign the negative index to the correct position, but it's not necessary to do this, the negative value will override the explicit slash index).
By default the exporter will export split normals which can be edit through tools like Blend4Web and Y.A.V.N.E.. If the option is unset it will use blender's autonormals.
Simply writing the material on the meshpart's custom property ensures that it's added to the file's header and correctly indexed at mesh level.
General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files