Edit 3D models - VenoMKO/RealEditor GitHub Wiki
Since RE v.1.80 you can edit skeletal meshes(i.e., costumes, NPC, etc.). Static meshes like weapons are not supported yet.
By edit, I mean that you can modify existing 3D models and import new models from other games or your own meshes.
Please, note that editing a skeletal mesh requires its re-rigging. Unfortunately, the rigging topic is way too big and can't be covered by this guide. However, there are tons of various guides online for different 3D editing programs.
Blender users notice
Tera is powered by UDK(Unreal Engine 3), so import/export workflows are designed for Maya and 3ds Max. If you are a Blender user and have bone position errors that generally mean that there's something wrong with the coordinate system or bone orientation. I can't give any advice on Blender since I've never used it, but there should be guides online regarding import/export from Blender to Unreal Engine, try to use them.
Maya FBX export options
When exporting from Maya to Tera make sure you enable the following options:
- Smoothing Groups
- Tangents and Binormals
- Up Axis: Y (default)
- Fbx File Format Version: 2013.0-2020.X
Table of contents
- Video guide
- Requirements for a 3D model
- FAQ
- How to add materials(textures)
- Troubleshooting
- Accessory GPKs[EN]
- Costume GPKs[EN]
Video guide
Requirements for a 3D model:
1. Each vertex must have only 1 UV coordinate
To fix the issue, you need to cut the mesh along the UV edge.
2. Texture coordinates must be in the first UV channel
3. Rig must use classic linear skin with up to 4 bones/weights per vertex
4. Skeleton must be exported by RE with the scale set to 1.0
5. Skeleton must be in a bind pose. (RE creates one when you export a model with weights)
6. The Dummy_root bone of costumes and NPCs should not have weights
FAQ
Can I replace the 3D model with one from another game?
- Yes, but you will need to rig it to Tera skeleton.
What can I change?
- Any skeletal mesh. For example costumes, accessories, faces, hair, tails, mounts, pets, and more.
Can I change a weapon model?
- No, not yet.
Can I remove or add some parts to the model?
- Yes.
Can I add particles or SFX to the model?
- No.
My 3D model needs more textures. How do I add them?
- Check this: How to add new materials
Can I make the model bigger/smaller?
- You can't scale the skeleton, but you can change the geometry.
Can I edit animations?
- No, not yet.
Can I swap different 3D models?
- Yes. Check this guide: How to swap 3D models
Can I edit/remove collisions from a model?
- No.
Will other players see my custom model?
- No.
How to add new materials
A few clarifications:
- 3D models don't know anything about textures. Instead, models use materials(shaders), and these materials handle textures.
- Materials are assigned to so-called "material sockets" of the 3D model object. Each material in the FBX file is considered a socket.
Guide: Add textures/materials to your custom 3D model
Troubleshooting
Error: Your model has no skeleton/rig. Skeletal mesh must be rigged to a skeleton, exported by Real Editor.
- Looks like you are trying to import a static mesh to a skeletal mesh object. Export the skeletal mesh with weights and rig your model to the skeleton.
Error: The imported FBX scene has no geometry rigged to the skeleton!
- The FBX file has no geometry at all, or it's not bonded to the skeleton. A skeletal mesh must have at least 1 or 2 triangles bonded to the skeleton.
Error: The imported 3D model contains polygons with more than 3 vertices. Tera supports only triangular polygons.
- You need to triangulate your mesh. Keep in mind that after changing geometry, the rig may stop working, and you might need to re-rig the model.
Errors regarding bone position or orientation
- Make sure you use the same skeleton as the target skeletal mesh
- Check if your model is not in a bind pose, created by RE.
- Blender users: notice
Error: Can't copy the import object: ...
- This error means that you tried to copy something from a non-composite GPK. You must re-open the GPK you've tried to paste the object into. After that, copy an object from a composite package by clicking the Source button and Copy.
RE crashes when saving a modded GPK
- This may happen if you didn't uncheck the Disable texture caching option in the Save options dialog.
Tera crashes
- Remove the mod from TMM, press Restore original .dat, add the mod, and try again
- Crash may be caused by copy-pasting materials. Try to remove the mod, restart RE, and import the 3D model again. But don't copy-paste materials. If this helps, try to paste materials one by one.
Custom 3D model won't appear in the game
- Open a package with the 3D model and press Source
- Right-click the object in object navigator and press Bulk import...
- If the object name has "_dup" suffix, remove it, and press Search
- Press Add and Continue. Select a folder to extract GPK packages.
- Import your 3D model to each of the extracted GPKs
- Create a mod file with all of the modded GPKs
Players, NPCs, Teleports, disappear when you come near them
- Your models' Dummy_root bone has weights. Re-rig your model so that the bone has no weights.
Parts of the model have no textures and lit with a solid color
- Most likely, the problematic parts of the model have no UVs in the first channel. Ensure that all UVs are in the first channel, and if not, copy them to the first channel.
The model has black strips between UV shells
- The black vertices have 2 or more UV coordinates. Tera supports only 1 UV per vertex. To fix the issue, you need to cut your model so that each vertex will have only 1 UV. See par. 1 of the Mesh Requirements.
There are seams between symmetrical parts of the model
- Make sure you've imported the model with normals
- Check the Binormal sign by UV checkbox in the import options
- Move UV shell of the right part of the mesh to the U1.0 - U2.0 space(to the right by 1.0)
If you have other issues
- Create an Issue on GitHub