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Showing content with the highest reputation on 12/07/2019 in Posts

  1. 1 point
    Thanks ! It works with ERFedit (on PC, not XBox)
  2. 1 point
    If you want to do anything with KOTOR, Blender is not really a productive route. The primary vector is Max via the KOTORMax I/O script. That said, your problem is almost certainly the fact that you used KTool to do the conversion. The version of MDLOps bundled with that is super ancient and should never be used, by anybody. You want to extract the model archives and then do the conversion to ASCII with MDLEdit (latest beta release here). KOTORBlender should work ASCIIs generated from that. As to the character models, they are skeletal meshes, but they use meshes as bones (which double as shadowcasters). You can actually convert the rig to regular bones when exporting via FBX (at least from Max when flagging them as bones), like so: If you were planning on using Blender to Maya back to Blender you are probably going to experience a lot of grief, especially when it comes to character models and animation. Regarding the animations themselves, most humanoid animations (including player characters) are split across the five human supermodels - s_female01/02/03/s_male01/02. These are all linked together in a dependency chain. The duplicates exist because s_female03, the lowest in the chain, has exclusively female anims, which override the male equivalents higher up.