T8 Static Mesh Replacement (Diary) - CDDTreborn/Tekken-8-Resources GitHub Wiki

This is an example of how to replace a static mesh in Tekken 8. This guide assumes you know basic terminology about 3d modeling and unreal engine software and have or can attain any identified software.

Before we start, a static mesh (SM) is a mesh that has no bones assigned to it and a skeletal mesh (SK) is parented to a rig with bones. Both mesh can be animated however a static mesh is a very simple animation like being thrown or sitting on your nose; a skeletal mesh is typically used for things with a lot of movement like a person, a dog named Sugar, some clothing accessories, etc. A good thing to know is that an SM is typically recognizable in T8 because the asset starts or has "SM" at the beginning of the file name.

  1. Identify what you want to replace. In this example, I saw that Raven had some cool swords that might look better as loaves of bread.
  1. Locate the Mesh you wish to replace in the game and verify it's a static mesh. Link: (Add link to info)
  1. Right-click on the mesh and extract the mesh as .psk

If it's good to go, a link to the object will show up at the bottom of Fmodel. image

  1. Import the game mesh to Blender. Find or create a mesh to replace it nd bring that into the same blend file. Use the game mesh to get an idea of what size the replacement should be. I typically size my in game mesh up to 1.0 if it imports smaller.

Another good tip is to set the new mesh to have the same orgin point as the game mesh.

  1. Once sizing is done the mesh is ready to go but materials may not be ready. Check out this link for more info: How to convert textures for use in T8.

  2. Export as .fbx and make sure to only export the new mesh. If the custom mesh was rigged then unparent it before exporting. If you really don't want to do this then just export as .fbx with a rig and convert it to static mesh in UE5. Note: Naming is not important at this point.

  3. Import to UE5. I use the settings below. Once imported, the mesh should indicate that it's a static mesh in your outliner. If not, be sure to convert it to a static mesh actor.

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