Manipulating the skeleton - eArmada8/Ys8_IT3 GitHub Wiki

Manipulating the skeleton

Here is a basic tutorial on how to get the skeleton into Blender for folks who want to preview how meshes change with animation. This tutorial assumes you have properly setup the toolset.

Skeletal rigging and weight painting

For weight painting, you will want to rig your meshes to the skeleton. We will not be using the actual meshes in the glTF file because they cannot be exported.

  1. Obtain and unpack your model. I will be decompiling Dana's base outfit (c005_p.it3). Also run ys8_it3_to_basic_gltf.py on the model with python ys8_it3_to_basic_gltf.py c005_p.it3 to obtain a glTF model (c005_p.gltf and c005_p.bin).

  2. Open the glTF file (c005_p.gltf). (File menu -> Import -> glTF (.glb + .gltf)) You can hide or delete the glTF meshes, they cannot be exported. I generally just delete them. I also hide the joints, so you can clearly see the bones and mesh.

Note: Currently exporting the skeleton back to the game is not supported. However, if you want to use the skeleton anywhere else and thus want to preserve compatibility with its animations, be sure to set Bone Dir to "Blender (best for re-importing)" when importing the glTF, or Blender will modify (ruin) the skeleton. You can skip this step if you just intend to weight-paint.

  1. Load your meshes into Blender. (File menu -> Import -> 3DMigoto raw buffers (.vb + .ib)) The meshes are in {Work Folder}/meshes/. These are the meshes you can make changes to.

  2. Select all your meshes (in the list on the upper right, click the top one, then shift-click the bottom one). Then SHIFT-click on one of the bones (in the scene, NOT on the list). You should see the meshes outlined in red, and the skeleton outlined in orange. Press Ctrl-P to parent, and select "Armature Deform." Do NOT pick any of the "With..." options.

The model is rigged! You can now do what you need to do.