Modifying 3D Characters - EmbersGames/MurkyDiversMod GitHub Wiki
Overview
All 3D character assets in Murky Divers can be found in the external
folder of this repository. These assets include both the rigged Maya files and the exported FBX files used for retargeting and integration with other software.
Maya Rig Prerequisites
- Maya 2023 or higher
- mGear 4.2.2 (free and open-source rigging framework) Note: If mGear is not installed, the provided Maya rigs will not function correctly.
Using Other 3D Software
If you do not have access to Maya or prefer using a different 3D software:
- Each character folder contains an
export
subfolder with an FBX file namedSKM_Character
. This FBX has the mesh already bound to the skeleton. - You can import the FBX into Blender, 3ds Max, or any similar software and build or adapt a rig on top of it.
- The
export
folder also contains the character’s animation files, which can be retargeted to your custom skeleton or any other compatible skeleton in your chosen software.
Correct meshes configuration
Murky Divers need 2 meshes for the character to display properly.
- The TPS mesh, the one visible by your crew mates
- The FPS mesh, the one visible only in FPS. doing so prevent the camera from clipping inside the mesh.
When importing the meshes, be sure to set the skeleton to the SK_Player_Base and uncheck the physics assets creation.
for the rest of the configuration and addition of the costumes to the list in the laundry machine, check the section (Adding a New Costume),
Useful Information
The character meshes are heavily altered in the engine and decimated to match the game’s art style as well as to speed up production. As a result, the topology of the exported mesh might be quite heavy and does not necessarily represent a suitable quality level for final in-game use.