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.