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Model Tool

Gordon edited this page Aug 2, 2025 · 2 revisions

Model Tool

Model Tool allow you to import the XML model into blender and export the OBJ model into an XML format to be used in-game. There are many import and export settings to go through, which will be covered on this page.

Main Panel

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Path

This is the path directing to the XML file, which is separated into two types:

  • Dependencies XML - skeleton of the model (Ex. skeleton.xml or 0.xml)
  • Model XML - the model itselves, such as hunter.xml, barrier_3.xml, and weapon_baton.xml

Dependencies (OPTIONAL)

Dependencies XML is an XML containing node that the Model XML will be referencing from. For example; body.xml contains the capsule that is referencing the nodes/edges/figures from the Dependencies XML.

Model XML

Model XML is a model XML, self-explanatory. This path will be used for all of the main operators. If you wish to load model such as ladder into the blend scene, you can select the directory to the XML file of the weapon, then Convert XML to OBJ.

Model Options

Convert XML to OBJ

Import Model XML into .obj and put it into blender scene.

Convert OBJ to XML

Export the model into an XML format.

Import Nodes

Import the nodes from the Model XML into the blender scene.

Import Edges

Import edges from the Model XML into the blender scene.

Import Capsules

Import capsules from the Model XML into the blender scene. The node must be imported into UV Sphere first before import capsule could work.

Settings

Import Settings

Import Settings

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Apply LCCs

Whether or not to apply LCC to MacroNode while importing.

Use Dependencies

The Model XML will have the reference of nodes/edges/figures from the Dependencies XML.

Import Node as Vertex

Instead of importing node into UV Sphere, it will be converted into the mesh instead.

Add Vertex Group

While importing XML to OBJ, it will also add an appropriate Vertex Group based on the Node and MacroNode's attributes in the XML. (Ex. Cloth Node and Armor Top, Middle, Bottom section.

Include Cloth

Add a Cloth Vertex Group during the conversion.

Export Settings

Export Settings

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Prefix

The name to add into each element's name in the XML such as Nodes, Edges and Figures. (Ex. "Cloth-", "CoolStaff-")

Type

There are 6 different types of model exporting:

  • Model - A model such as bike, truck, rope, this is mostly used in Vector. When selected, will show the following special options:
    • Use Pivot - Whether or not for the model to include NPivot (This is crucial for the game to know where to put the model)
      • Pivot - The vertex group containing a single vert that will be referenced as NPivot.
  • Head Gear - Gear that will be attached to the head, such as Caps or Helmet.
  • Body Gear - Gear that will be attached to the body, such as Armor. When selected, will show the following special options:
    • Top, Middle, Bottom consists of three options being Chest, Stomach and Hip. These specify which body part will be the base for certain section of the body gear.
    • Include Foot Triangle - Normally, there's a visible gap in the SF2's model feet, we can add triangle to cover it up.
  • Foot Gear - Gear that will be attached to the foot, such as Shoes or Boots.
  • Weapon - Weapon for Shadow Fight 2. When selected, will show the following special options:
    • Attack Edges - Edges that specify the attacking part.
  • Ranged - Ranged model for SF2's ranged attack, such as shuriken. When selected, will also show Attack Edges like the weapon.

Global Settings

These are the settings that is not a special settings from a specific export type.

  • Node's Mass - Mass for every node
  • Node's fixed - Every node is fixed and will not move (Unless it's played by the model animation)
  • Node's collisible - Every node is collideable
  • Edge's collisible - Every edge is collisible

Additional Settings

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Export Capsules

Includes capsule during the export. If enabled, will show the following option:

  • Use Predefined Edge - Instead of finding suitable edge automatically during the export, it will use the name of the edge under the socket input.
  • Capsules Collection - The collection containing the capsule

Export Cloth

Specify node-cloth based on the assigned vertices in object's Vertex Group. If enabled, will show the following option:

  • Attenuation - Controls how much a node resists deformation. (0 = Soft, 1 = Stiff, 2 = Stiffer)
  • Mass - Mass for the cloth's node
  • Cloth Group - Specified Vertex Group that will be referenced as the cloth node.

Childnode (WORK IN PROGRESS)

Object Settings

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Object settings is where you will be able to attach a certain model. Setting the origin or adding constraint to it. For example; attaching the body armor to the character in .blend scene.

There are 6 type of model:

  • Model
  • Head Gear
  • Body Gear
  • Foot Gear
  • Weapon
  • Ranged

Each of these types has their own setting.

Set Origin

  • Change the origin's location of the selected object and apply a ChildOf Constraint.
    • Origin - The object position to set to the selected object's origin

Add Constraint

  • Add a Damped Track and Copy Location Constraint to the Object. The first selected Object will be Z and second will be Y

Use Existing OBJ

  • When importing Nekki's Model, the LCCs will already be applied to the MacroNode. This make it so that when:
    • Enabled - Set Origin Alignment and Constraint to the Model will not change its position visually.
    • Disabled - Set Model's alignment and constraint will change its position and orientation (Used for Model that's not attached originally).

Flipped

  • Whether or not the damped track should be flipped. Normally, Vector and SF2 rig has swapped side,
    • 1 will be swapped with 2 (Ex. NAnkle_1 --> NAnkle_2)
    • Vector = True, SF2 = False

Top | Middle | Bottom (Body Gear)

Top, Middle, Bottom consists of three options being Chest, Stomach and Hip. These specify which body part will be the base for certain section of the body gear.

Miscellaneous

Offset

Start Node

  • Starting number of node

Start Edge

  • Starting number of edge

Start Tri

  • Starting number of triangle figures.