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Model Importer
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
- 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
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.
- Open Blender and delete all scenes

- Import FBX

- You will see the bone
b_0000in 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 pressGto start grab mode, the move the object to the center, left-clicking to finalize

- With the object selected on the right side panel click on the red orb-like icon
Material Propertiesthen Where it saysBase ...change it toImage Textureunder theTexturecategory. Then select the image you want applied to the texture. Finally SelectTextureas the viewpoint

- Now you can export the model

-
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 scheme11046(Make sure your PNG name matches what you added in Blender) -
In my
DictionaryPatch.txtI add the following line3DModel 11046 GEO_WEP_DFFOO_Shuriken -
Open up Model Viewer and go to a character like Zidane and press
Pto show the weapons and then holdShiftwhile scrolling to get the weapon into the right bone. Finally holdCtrland 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)
- To adjust rotation select the object and press
Rtwice 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 pressingF3and typeOrigin to Geometryand press enter and it should center it. To adjust scale you click the object and pressSthen move your mouse or arrow keys (again recommended)

- 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
-
Once you delete the scene, angle the camera like you and you can also select the viewpoint from the
Shadingsection from step #4 above, then go toFile > Defaults > Save Startup Filethis will make sure every time you open "New" it keeps the angle and the deleted scenes -
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
Yrotation. For scale it starts at0.010and0.030seems to be the correct size in game for most weapons -
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
F3and typeGeometry to Origin -
If your rotation seems off you need to use
F3andOrigin to Geometrywhich should center it better, but if you need to manually move it, you need to toggleCtrl + .thenGto grab and move it to where you want the rotation axis to be, then when done toggle it back off.
Click below for the video:
