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Quick Guide to Importing Custom Models (Blender 2.80)
Asterisk's .mod3 Importer for Blender 2.8 can be downloaded here: https://github.com/AsteriskAmpersand/Mod3-MHW-Importer
For this example, I will be replacing the Azure Rathalos great sword with a custom model in Blender 2.8. Keep in mind that the .mod3 has to be imported first otherwise all visible models currently in the scene will be deleted. (you can toggle something as visible or not by clicking this eye in the top right of blender.)
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The first thing you need to do is resize your model and make sure it lines up with the MHW one, mine already matched up well enough but if you need to do this you can do so here
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(This is for most weapons without unique mechanics, such as GL, BG, Swaxe, and CB) Go over here to check which bone the MHW model is using
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Then add and/or rename an existing bone to match on your model. (double click to edit the name)
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After doing this select weight paint, and you’ll be taken into the weight painting mode
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The purpose at this point is to make the entire model a full red weight, you can quickly do this by pressing and holding alt, then left click+drag the cursor away from the model.
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Now that your model is weighted it will have proper mechanics ingame. The next step is to click on the MHW model, and go into edit mode.
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Click x, then click delete all vertices. After that is done go back into object mode.
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The final step is to click on your model, shift+click the MHW, and then press cntrl+j If done properly you should only see the MHW models name in the top right menu, but your model will be the one visible
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Your now free to export the model, if you want it to appear ingame just follow the file path of the original model. For example, if it’s file path inside the chunk folder was wp/two/two001/mod then yours should have nativePC/wp/two/two001/mod.
If you followed all the steps properly, you’ll end up with something like this. Congrats, you managed to bring your model into MHW. Next step is working on the textures.
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Tutorial By Miralis#1786
General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files