

Shouldn't take very long, but larger animations can obviously be a moment. With a model loaded from the previous method, drag the PSO2AQM_IO script into 3ds max and hit Load PSO2 Animģ. although these are not necessary for a working export.ġ. That aside, for best results please match and follow patterns of ingame hierarchy user defined variables etc. For larger models this may take a few minutes (Yamato is the longest I've seen, but it works just be patient), but you're done! aqn needed will be automatically found if it's the same name.Ĥ. Drag the PSO2 Model Tool script into 3ds max, select the options you want (pso2 bones are needed for rigging clearly), hit import, and select the.
PSO2 CHARACTER CREATION TEMPLATE ARCHIVE
Extract a model from its PSO2 archive (use deicer or repacker for this)ģ. As is, you can import all of those things separately (Though UV maps for layered wear and cast parts will expect a larger, combined texture of the textures of all parts as the game creates itself in memory).ġ.
PSO2 CHARACTER CREATION TEMPLATE HOW TO
If people want to help with reverse engineering a bit to find where to get file references from a character creator file, where to pull filenames from, and how to dehash them, I'd be happy to work on an import script for that. It imports character models fine at the moment, but assembling everything is an issue. Let me know about any bugs you might run into, but I feel like this could be very useful to people.Īnd before you ask, YES, this could potentially import characters in their entirety. Please be patient!įor those bothered about it being for 3ds max, remember that you can get a FREE student version here: Note that large model and animation imports can be rather slow. Full model export is planned for the future. This is a tool for importing PSO2 models, skeletons, and animations to 3ds Max as well as exporting for skeletons and animations.
