By
Haussenkraft
This has been long overdue but I feel it's better late than never
I'm just copy pasting what I told another member on how to mod, So some stuff may not match
Things you need before starting
- Noesis
- Milkshape 3d (Preferably version 1.8.5)
- GMOTool
- PNG2GIM
- Notepad++
- The character GMOs
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Getting started
Use Noesis to export the base character .gmo into .smd
for example, if you're gonna use Lightning as a base, export her t-posed .gmo.
Import the base model and the custom model in Milkshape.
after importing the t-posed model, import the custom model you are gonna rig on. I'll be using Thanos and Exdeath as an example
After that, go to tool > scale all (by %10000)
Then delete the original model so that the custom model will be left
Now, if you had any experience with rescaling, try to fit the model into the skeleton by rotating the vertices of his limbs and such
And then you may proceed to rig the model.
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Rigging
I lost the file for Thanos so I'm gonna use Nero instead for the rest of the tutorial
Anyway, to rig, you just need to select the vertices of the bone you want to rig on
Like for example, select all the vertices of the head and then assign it to the head bone
After rigging, you need to resize it back to the original size,
You can test the model's rigging by importing the animations into it,
preferably .psa if you're using Milkshape
It takes a long while to load
click the anim button at the bottom right to view the animation
When you're satisfied with the result, export the model to .smd
the uvs will be flipped like this
Now export it again to .fbx while flip uvs is checked
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MDS Editing
The final part of the tutorial is the .mds editing
First you need to convert the .fbx to .mds using fbxconv
Then the base .gmo to .mds using gmoconv
Open both .mds in notepad++
In your custom character's .mds, replace all of the "rootnode" with "root" and "png" with "gim"
Go to your base character's .mds and go to model-0
Below that, look for this bone (differs per character)
then delete the blendoffset, blendbones, and drawpart, leaving behind only the ParentBone and Translate
Do the same with the "wepx" bones (i.e. wep0, wep1, etc.) and the bones in model _000A
Look for the trans_include bone inside model-0 and copy everything above it
Then paste it over the trans_include bone inside your custom character's .mds
Now go to the material section of your custom .mds and remove this bit from every material
Now dont forget to convert your png textures to gim using png2gim
you can only have 1 png at a time inside the folder or it wont convert properly
Rename the new .gim to be the same as your png file
After moving the .gims inside your GMOtool folder, use gmotool - to gmo
-s is a parameter to change the size of your model, (-s 0.8 means that the model size will be reduced by 80% and so on)
Now you can try checking the .gmo in Noesis to see if the animations are properly working
Please note your gmo size must not exceed 2.4mb