Asterisk's Plugin Exporter Settings - Ezekial711/MonsterHunterWorldModding GitHub Wiki
Export Settings
Recommended Settings and Suggestions
The default settings are designed to most faithfully reproduce Capcom's export process. This are not optimized for most simple custom model usage but they will work in most cases and for advanced users will be the optimal settings. The recommended settings are the settings for most casual users.
This are the default settings of the importer.
Use Custom Normals | Set Meshparts to Highest LOD | Coerce 4th Negative Weight |
---|---|---|
✓ | ✓ | ✓ |
This are the settings recommended for casual users.
Use Custom Normals | Set Meshparts to Highest LOD | Coerce 4th Negative Weight |
---|---|---|
✗ | ✓ | ✗ |
With error levels set as follows. A thorough description of each level, fixes and the rationale behind the defaults can be found here:
Setting Name | Long Name | Default | Recommended |
---|---|---|---|
Property Error | Missing and Duplicated Header Properties | Warning | Warning |
Blocktype Error | Conflicting Blocktype Declarations | Error | Warning |
Loop Error | Redundant, Mismatched and Missing Normals | Ignore | Ignore |
UV Error | UV Map Incompatibilities | Error | Error |
Colour Error | Colour Map Incompatibilities | Ignore | Ignore |
Weighting Error | Vertex Weight Groups Irregularities | Warning | Warning |
Weight Count Error | Weight Count Errors | Warning | Error |
Faces Error | Non Triangular Faces | Error | Error |
Detailed Description
Use Custom Normals
Use normals-per-vertex-per-face instead of per-vertex normals. This allows using custom normals instead of blender's autogenerated ones. Particularly useful in conjunction with normal editors to work around seams with sharp edges that should look smooth in game.
Set Meshparts to Highest LOD
Self descriptive.
Coerce 4th Negative Weight
Please refer to the Documentation on Weight Structure to understand the root of the issue. With this setting disabled, if a vertex is weighted to four groups the exporter will consider the mesh an 8 weight mesh instead of a 4 weight mesh. In most cases this IS what the user wants. The reason it's disabled by default is because this would otherwise affect base game meshes because they use this 4th weight for negative weights. This option does not affect weights that have used split weight notation to specifically set a weight as negative.