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Importing to Blender
Open up Blender
Select File > Import > FBX, point it to the file you exported from TexTools.
It's location is Documents/TexTools/Saved/<BodySlot>/<ItemName>/c0201eXXXX_<slotname>.fbx
And you should see something like this
Expand the c0201e6059_dwn
object and the n_root
object and you'll see the mesh objects that constitute item model.
Note the Part X.Y
naming convention, where X
is a mesh group number, and Y
is index of its subparts.
it is important to stick to it, that's how TexTools will know what goes where when we'll import the model back into the game.
The game allows to assign a single game material (a set of texture and colors) to each mesh group. The amount of objects within each group isn't limited, the amount of mesh groups USED TO BE 4, but this restriction has been lifted or raised in Dawntrail.
In the example above Mesh Group 0 would use default skin material and Group 1 - shorts material.
To start, enable Viewport Shading to show textures
Usually when you just imported the model there could be some minor issues with how opacity is displayed.
In that case go to Material settings and switch the Render Method to Dithered.
In older versions of Blender it was called Blend Mode.
And in case your model is just so dark that you can't see anything on it, you can go to the Shading tab and unplug the Base Color link, leaving only the Normal Map
Also understand that these .png textures are just what TexTools generated for convenience of editing the model in 3D software, baking color sets down into a proper Diffuse texture, separate opacity texture and so on. How texturing actually works in-game is explained in the previous chapter.
You can think of armatures in Blender as skeletons, and skeletons contain individual bones. Note that this skeleton isn't actually what's going to be used by the game when you'll export it back. BUT you still have to keep objects assigned to it when you export.
Another rule is that your armature should contain all the bones your model will be using.
TexTools exports only part of the whole in-game skeleton, part that's used by the model.
(There is a setting in TexTools to export full skeletons)
In case of shorts it's only leg bones, so no feet, no upper body and no skirt bones.
Most of the time this isn't a problem, but if, for example, you're trying to put a coat on a earring item, you'll need upper body bones in your armature, not just earring bones.
Pic. Necklace armature only contains 4 spine bones