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How to create custom Model XML

Gordon edited this page Aug 2, 2025 · 4 revisions

Creating Model

In this page, we're going over on how to create basic custom model, import the model and edit it, then export it out.

Rig

In order to create a model, we're going to be using the Model Tool. Make sure you've already downloaded the .blend scene for the rig.

The rig has 3 variation:

  • Armature IK
  • Armature
  • No Armature

You can use any given rig, but we're going to be using SF2Rig_NoArmature.blend for this example:

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Importing Model

There are two different type of importing, which we will be going over:

  • Standalone Model - Ex. ladder_8, stool_3
  • Attached Model - Ex. weapon_sword, helm_cap

Standalone Model

  1. Select the model xml for the model path. (Ex. ladder_8.xml, stool_3.xml). I will be using bike.xml as an example.
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  1. After you've selected the XML, press Convert XML to OBJ to import the model over to blender scene.
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  1. Let's edit the handle bar to be wider:
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  1. When you're ready to export, head over to the export settings. You can read up on what each options represent here. This is the most basic configuration:
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  1. But if your type is a Model, it needs a pivot node. This is important, otherwise the game will crash upon trying to load the model. Enable Use Pivot, which will give us a new Pivot Vertex Group options. You can make a vertex group for the vertex that you want to be a pivot point

(Note: VERTEX GROUP MUST ONLY CONTAIN ONE VERTEX)

  1. This is the final configuration for the export settings, this is ready to be exported out.
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Attached Model

We're going to be making a model that will be a usable gear. Things such as helmet, body gear or a weapon. In this example, I will be going over on how to edit a Head Gear or a Weapon.

Head Gear

  1. Select the skeleton xml for the dependencies path. (0. xml For Vector, skeleton.xml for SF2)
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  1. Select the model xml for the model path. I will be using helm_gabled.xml as an example:
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  1. After you've selected the XML, press Convert XML to OBJ to import the model over to blender scene.
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  1. We're going to make some changes to the tip of the helmet:
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  1. Set-up the export settings, this is our final configuration which is ready to be exported out:
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Weapon

  1. Select the skeleton xml for the dependencies path. (0. xml For Vector, skeleton.xml for SF2)
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  1. Select the model xml for the model path. I will be using weapon_machete.xml as an example:
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  1. After you've selected the XML, press Convert XML to OBJ to import the model over to blender scene.
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  1. As you can see, the weapon is merged into two shapes, we can edit it right away. But when we're trying to attach the machete to the Weapon Nodes, we need to separate it. There's two way of doing this:
  • Manual - Go into Edit Mode > Select one side of the weapon > Right click, Separate Selection:
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  • By Vertex Group - Import Settings allow you to automatically create the Vertex Group based on the ChildNode of the MacroNode:
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  1. For this example, I will be separating both of the weapon into separate part.
  2. When we're ready to export, head over to the export settings and change the type to Weapon. This is the configuration:
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Note: For Shadow Fight 2, any node with suffix like _2 means that it's the right side. This is the opposite for Vector

  1. Now what's a weapon if it cannnot attack? That's why we needed to also add an Attack Edges.
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  1. We need to add edge to the weapon, there are two ways to do this:
  • Import Edges - We can import the edges of the weapon itselves, which contains the AttackEdge for us:
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We can select the middle edge, and then separate it into a different mesh, and use that as our weapon edge:

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  • Manual - We can add our own mesh, by going into Add > Mesh > Single Vert > Add Single Vert
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You can then edit this to make it the same hitboxes as the weapon:

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  1. It is now ready to be exported out.

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