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Edit 3D models
Since RE v.1.80 you can edit skeletal meshes(i.e., costumes, NPC, etc.). Static meshes like weapons are not supported yet.
By edit, I mean that you can modify existing 3D models and import new models from other games or your own meshes.
Please, note that editing a skeletal mesh requires its re-rigging. Unfortunately, the rigging topic is way too big and can't be covered by this guide. However, there are tons of various guides online for different 3D editing programs.
Tera is powered by UDK(Unreal Engine 3), so import/export workflows are designed for Maya and 3ds Max. If you are a Blender user and have bone position errors that generally mean that there's something wrong with the coordinate system or bone orientation. I can't give any advice on Blender since I've never used it, but there should be guides online regarding import/export from Blender to Unreal Engine, try to use them.
When exporting from Maya to Tera make sure you enable the following options:
- Smoothing Groups
- Tangents and Binormals
- Up Axis: Y (default)
- Fbx File Format Version: 2013.0-2020.X
- Video guide
- Requirements for a 3D model
- FAQ
- How to add materials(textures)
- Troubleshooting
- Accessory GPKs[EN]
- Costume GPKs[EN]
1. Each vertex must have only 1 UV coordinate
To fix the issue, you need to cut the mesh along the UV edge.
2. Texture coordinates must be in the first UV channel
3. Rig must use classic linear skin with up to 4 bones/weights per vertex
4. Skeleton must be exported by RE with the scale set to 1.0
5. Skeleton must be in a bind pose. (RE creates one when you export a model with weights)
6. The Dummy_root bone of costumes and NPCs should not have weights
- Yes, but you will need to rig it to Tera skeleton.
- Any skeletal mesh. For example costumes, accessories, faces, hair, tails, mounts, pets, and more.
- No, not yet.
- Yes.
- No.
- Check this: How to add new materials
- You can't scale the skeleton, but you can change the geometry.
- No, not yet.
- Yes. Check this guide: How to swap 3D models
- No.
- No.
- 3D models don't know anything about textures. Instead, models use materials(shaders), and these materials handle textures.
- Materials are assigned to so-called "material sockets" of the 3D model object. Each material in the FBX file is considered a socket.
Guide: Add textures/materials to your custom 3D model
Error: Your model has no skeleton/rig. Skeletal mesh must be rigged to a skeleton, exported by Real Editor.
- Looks like you are trying to import a static mesh to a skeletal mesh object. Export the skeletal mesh with weights and rig your model to the skeleton.
- The FBX file has no geometry at all, or it's not bonded to the skeleton. A skeletal mesh must have at least 1 or 2 triangles bonded to the skeleton.
Error: The imported 3D model contains polygons with more than 3 vertices. Tera supports only triangular polygons.
- You need to triangulate your mesh. Keep in mind that after changing geometry, the rig may stop working, and you might need to re-rig the model.
- Make sure you use the same skeleton as the target skeletal mesh
- Check if your model is not in a bind pose, created by RE.
- Blender users: notice
- This error means that you tried to copy something from a non-composite GPK. You must re-open the GPK you've tried to paste the object into. After that, copy an object from a composite package by clicking the Source button and Copy.
- This may happen if you didn't uncheck the Disable texture caching option in the Save options dialog.
- Remove the mod from TMM, press Restore original .dat, add the mod, and try again
- Crash may be caused by copy-pasting materials. Try to remove the mod, restart RE, and import the 3D model again. But don't copy-paste materials. If this helps, try to paste materials one by one.
- Open a package with the 3D model and press Source
- Right-click the object in object navigator and press Bulk import...
- If the object name has "_dup" suffix, remove it, and press Search
- Press Add and Continue. Select a folder to extract GPK packages.
- Import your 3D model to each of the extracted GPKs
- Create a mod file with all of the modded GPKs
- Your models' Dummy_root bone has weights. Re-rig your model so that the bone has no weights.
- Most likely, the problematic parts of the model have no UVs in the first channel. Ensure that all UVs are in the first channel, and if not, copy them to the first channel.
- The black vertices have 2 or more UV coordinates. Tera supports only 1 UV per vertex. To fix the issue, you need to cut your model so that each vertex will have only 1 UV. See par. 1 of the Mesh Requirements.
- Make sure you've imported the model with normals
- Check the Binormal sign by UV checkbox in the import options
- Move UV shell of the right part of the mesh to the U1.0 - U2.0 space(to the right by 1.0)
- Create an Issue on GitHub