Using Noesis (Rise Sunbreak) - The1andonlyDarto/MHAssetInfo GitHub Wiki
Asset Processing - Noesis
Noesis is the main program we will be using for the first step in the process. To set up, first head over to your noesis plugin directory to install the RE Mesh Noesis plugin. The file directory for it is in Noesis\Noesis\plugins\python
, which is relative to where you first extracted/installed the file for the original .zip file Noesis was downloaded as.
Alright, with the plugin installation out of the way, lets get on with loading up a model from Sunbreak. Malzeno should do well as an example. Once you've located the .mesh.2109148288 file you want to load, double click on it and this menu will appear. Make sure the checkbox for "Load Textures" is selected before clicking "Load".
Now you should see your model loaded in with some textures as well.
There's gonna be some heavy contrast with the lighting in Noesis, if you dislike the way it looks you can select the golden orb or press F5 to brighten things up a bit.
If you want to see the armature/skeleton of a given model, click the red skeleton button or press F6 and it'll show you how the bones of the model are connected.
Noesis Graphical Rendering Issue
If you load in the model using the following preset (Load textures and
Convert textures selected), it will lead to some unexpected results.
And before you ask, no clicking the golden orb or pressing F5 does not help.
Noesis Animation Loading
Going back to the initial window you see when selecting a .mesh file, before clicking "load" you can select animations to load alongside the model.
Starting from the initial folder the .mesh file was located in, lets back out of this directory to the folder this folder is in.
From here, you can see the "mod" and "mot" folders. The animation files for monsters are in the "mot" folder, so lets select that.
From here, select a .motlist.528 file and it will show you all the selectable animations in that given file, as well as their length and if it is a looping animation or not.
Here's some handy tables that attempt to document the different motlists and what they typically contain.
RISE
Motlist Label | Animation Contents |
---|---|
emXX_XX_00.motlist | grounded combat idles, walking, running, turning |
emXX_XX_01.motlist | flying, flying transitions |
emXX_XX_02.motlist | attacks |
emXX_XX_03.motlist | flinching, tripping, status, dying |
emXX_XX_04.motlist | roar, environmental interactions |
emXX_XX_05.motlist | turf wars, wyvern riding |
SUNBREAK
Motlist Label | Animation Contents |
---|---|
emXX_XX_23.motlist | new MR attacks for basegame monsters |
emXX_XX_35.motlist | title update turf wars |
Sunbreak monsters seem to have a random assortment of motlists 06 through 25, with various animations spread throughout. No clue if there's a pattern; if the animation is not in 00 through 05, it's likely in one of these.
Once you've selected the animations you want to load, select "OK".
And from there, select "Load" to load the mesh, animation and textures into Noesis at the same time.
Tah-dah!! Malzeno posing for the camera! As you can see, there is a animation player in the window preview now, which allows you to play, pause, and speedup or slow down the animation.
Exporting Models, Animations and Textures from Noesis
Models/Animations
Alright, so now that you've got what you came for, you want to export it to use it in another program right? Well, Noesis lets you export what you've loaded into the preview window by accessing this menu here:
Once this menu is opened it looks something like this. You'll have the option to select the 3d model type your model will export as, in this example we're using .FBX, but other file types such as .GLTF are also usable through Noesis.
Textures
Alright, so now that the model is exported, you probably the texture to go along with it right? Well, thankfully once again Noesis has you covered. Right clicking an image file, such as this .tex.28, allows you to select the option to export the file.
From here you're given a large amount of different image file types you can export the file as. I prefer .png personally, but some people make use of .tga, its ultimately up to your personal preference or whatever program's preference you're forced to use :)
Alternatively, if you're sick and tired of needing to manually export individual files over and over, I highly recommend using Noesis's batch export process right here.
The following menu can be a little confusing at first, but I'll save you the grief of needing to manually open a folder for every single image file you convert, so just delete that blue highlighted part of that code line. From there, select "Folder batch" to specify which folder you want Noesis to batch convert the image files from.
Then from there, just click export and you're now the proud owner of a handful of perfectly useable image files.