Wrote a new plugin for importing models. I only really messed around with customization items, so i don't even know if the script would work with any other types of models, maybe not. Imports mesh, rig and morphs. I made sure that dimensions of the model and armature match the template from SDK, so you should be able to just import the item, make edits. export it as .fbx with custom properties and crunch it using SDK without any additional hassle. It doesn't import materials though.
I tested it on a bunch of models and it worked ok for me, but i'm not much of a programmer, so issues are to be expected. If it throws exceptions for you, or messes up the model somehow, post the name of the custmesh-xxx.str2_pc file that contains it, and i'll see if i can fix the problem.
Credit goes to Yepoleb , for that's where i looked up most of the .ccmesh file structure.
Update 1: Fixed a bunch of issues.
Update 2: A couple of small improvements.
Update 3: Added a function to import NPC head morphs.
Update 4: Fixed an issue with the way i was importing UVs.
Update 5: Now supports SR3 Remastered models, and fixed some issues.
Update 6: The script will now attempt to load the meshes even if the rig is missing.
Update 7: Fixed an issue where vertices on some meshes would get weighted to wrong bones.
I tested it on a bunch of models and it worked ok for me, but i'm not much of a programmer, so issues are to be expected. If it throws exceptions for you, or messes up the model somehow, post the name of the custmesh-xxx.str2_pc file that contains it, and i'll see if i can fix the problem.
Credit goes to Yepoleb , for that's where i looked up most of the .ccmesh file structure.
Update 1: Fixed a bunch of issues.
Update 2: A couple of small improvements.
Update 3: Added a function to import NPC head morphs.
Update 4: Fixed an issue with the way i was importing UVs.
Update 5: Now supports SR3 Remastered models, and fixed some issues.
Update 6: The script will now attempt to load the meshes even if the rig is missing.
Update 7: Fixed an issue where vertices on some meshes would get weighted to wrong bones.
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