Getting Started - Sage-of-Mirrors/SuperBMD GitHub Wiki

There are several points that modelers should be aware of before making use of SuperBMD.

Modeling

  • When exporting a model for conversion to BMD, rotate the model about the X axis by -90 degrees. Most modeling programs define the Z axis as the up axis, but Nintendo games use the Y axis instead. Rotating the model ensures that the model is not sideways when imported into a game.

Skinning

  • SuperBMD supports both skinned and unskinned models.
  • For skinned meshes, make the root of the model's skeleton the child of a dummy object called skeleton_root. SuperBMD uses the name of this dummy object to find the root of the skeleton so that it can process it.
  • If a skeleton_root object is not found, then the model will be imported with a single root bone. This is recommended for models intended for maps.

Vertex Colors

  • SuperBMD supports vertex colors.

Textures

  • SuperBMD supports models that have no textures. These models will appear white when imported into a game.
  • It is recommended that the model's textures be in the same directory as the model being converted. If SuperBMD cannot find the model's textures, it will use a black and white checkerboard image instead.
  • Textures must be in either BMP, JPG, or PNG format. TGA is currently not supported.