Blender Importing (Frontier Z) - The1andonlyDarto/MHAssetInfo GitHub Wiki

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Importing into Blender

Blender Plugin Installation

In order for Blender to be able to import .fmod and .fskl files, the Monster Hunter Frontier Importer plugin is required.

Here's how you can install said plugin;

Step 1: Select "User Preferences" under the 'file' tab in your main Blender window.

Step 2: Once you are inside the User Preferences Window, Navigate to the "Add-ons" tab and select "Install Add-on from File".

Step 3: Select the Monster-Hunter-Frontier-Importer.zip file and click "Install Add-on from File".

Step 4: Click on the checkbox next to your plugin that you just installed in order to activate it. Once activated, Save your User Settings. After saving, close and re-open your Blender application, this way the plugin will activate as intended.

Blender Plugin Usage

Alright. Once you have the plugin installed you should be able to see 3 new options in your "Import" selection. We're going to go over those new options in the order they're used during the model importing process.

Step 1: Select "MHF FMOD (.fmod)" from the Import tab, and import an .fmod file of your choice. For the sake of this guide I am using em080 (Espinas) as an example.

If done successfully, you should see a model like the below image.

Step 2: Return to the Importing tab and select "MHF FSKL (.fskl)", and import the .fskl file found in the same folder as the .fmod you used earlier.

You should see some small dots and lines now. Those dots are called "Empties", and are currently unusable, for now.

Step 3: Once again, return to the Importing tab and select the "MHF Converter (.fskl)" option. This is an edit done by Arturony to the original MHF-Importing plugin, automatically converting those Empties from earlier into a posable Armature you can use.

Step 4: Navigate to the "Outliner" window, and left-click each mesh one-by-one, parenting them to the armature.

While parenting them to the armature, select the "Armature Deform -> With Empty Groups" option. This way the meshes will properly deform when the armature is being posed.

Step 5: Once your meshes are all parented, select the armature and enter it into "Pose Mode". Each bone here can be manipulated using your move, rotate and scale tools in Blender.

Step 6: Pose your model, have fun!

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