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Model Importer

WarpedEdge edited this page Dec 17, 2025 · 5 revisions

Document Purpose

As of Memoria v.2025.05.12 Model Importing is now introduced allowing custom Weapons, Models, etc. be added into the game.

Push Request (PR): https://github.com/Albeoris/Memoria/pull/991 outlines instructions on the feature. Please give it a read to understand capabilities and naming conventions.

This document will further demonstrate the process and provide useful tips to allow for ease of use.

NOTE: Please read through this in its entirety first before attempting to understand the process, but to also see the tips and tricks to make your process easier

Pre-Requisites

  • Blender
  • Items with FBX format for importing (The game only supports currently FBX Binary and ASCII)
    • If it is in a different format like XPS or any other, you will need to first convert it to FBX

Weapon Importing

As stated in the PR weapons follow a specific naming format and path they need to be placed in for a MOD:

GEO_WEP_{Name} -> for playable weapon models (in subfolder "BattleMap/BattleModel/6/")

We are going to grab our .fbx and the texture (typically .png) and open Blender. I will be using a Shuriken model from Dissidia Final Fantasy Opera Omnia (DFFOO) because it also has the bone in a weird spot.

Shuriken

Steps

  1. Open Blender and delete all scenes

Blender Scene Delete

  1. Import FBX

Import Weapon Model

  1. You will see the bone b_0000 in the scene collection at the top right. The bone is where you want the weapon to be rotating at. For example on swords you want it on the handle and for this shuriken you want it at the center or else the rotating will look like its on a plank instead of rotating the object itself (In Model Viewer). Click on the Weapon and press G to start grab mode, the move the object to the center, left-clicking to finalize

Weapon Adjust

  1. With the object selected on the right side panel click on the red orb-like icon Material Properties then Where it says Base ... change it to Image Texture under the Texture category. Then select the image you want applied to the texture. Finally Select Texture as the viewpoint

Texture Apply

  1. Now you can export the model

Weapon Model Export

  1. Now following the steps from https://github.com/Albeoris/Memoria/pull/991 I have setup my weapon in my modpack DFFOO_Pack/StreamingAssets/Assets/Resources/battlemap/battlemodel/6/11046/ which has the renamed FBX and PNG to match my scheme 11046 (Make sure your PNG name matches what you added in Blender)

  2. In my DictionaryPatch.txt I add the following line 3DModel 11046 GEO_WEP_DFFOO_Shuriken

  3. Open up Model Viewer and go to a character like Zidane and press P to show the weapons and then hold Shift while scrolling to get the weapon into the right bone. Finally hold Ctrl and scroll up until you get to your weapon. If you see here the weapon is in his hand, but may not be the way you like the default orientation or size (It typically is super small)

Model View

  1. To adjust rotation select the object and press R twice and use the mouse or arrow keys (recommended) to rotate, however if the rotation and its at a weird spot (far right of the weapon) try pressing F3 and type Origin to Geometry and press enter and it should center it. To adjust scale you click the object and press S then move your mouse or arrow keys (again recommended)

Weapon Rotate Resize

  1. You can actually adjust the size and orientation back in blender while keeping the model viewer open. You just need to export the .fbx file to the location of the mod is and cycle to another weapon and back

Tips & Tricks

  1. Once you delete the scene, angle the camera like you and you can also select the viewpoint from the Shading section from step #4 above, then go to File > Defaults > Save Startup File this will make sure every time you open "New" it keeps the angle and the deleted scenes

  2. Since mostly all models need to be rotated, when you start to rotate you can look at the side panel with the orange box for their properties for X,Y,Z in location and rotation as well as scaling. When clicking on all items of the object (not the bone) you can lock the certain planes so that when you rotate it, it will not adjust all planes at once, throwing it off. I typically use 90 or -90 degrees for Y rotation. For scale it starts at 0.010 and 0.030 seems to be the correct size in game for most weapons

  3. If importing a weapon that seems to be off centered another good way of just getting the object centered is to select all parts of it and hit F3 and type Geometry to Origin

  4. If your rotation seems off you need to use F3 and Origin to Geometry which should center it better, but if you need to manually move it, you need to toggle Ctrl + . then G to grab and move it to where you want the rotation axis to be, then when done toggle it back off.

Model Importing

Click below for the video:

Watch on YouTube

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