[DiscordArchive] quick question about your retroporting instructions.
[DiscordArchive] quick question about your retroporting instructions.
Archived author: Mithria • Posted: 2025-04-21T08:06:42.454000+00:00
Original source
quick question about your retroporting instructions.
> Sometimes when model has way too many vertex groups used per mesh you need to use M2Redux to convert the model and export it from Blender after that you will end up with _LOD files and 00.skin you will rename 00.skin to 03.skin and then use LOD files as 00 / 01 / 02 variations they will be by one higher so you decrement and it will be ok
I'd like to learn what exactly this achieves, since I'm still learning a lot. Mainly, what is the benefit of moving the original 00.skin to essentially the end of the sequence of skin files?
If you have 00.skin _lod01.skin _lod02.skin what actually happens by changing 00.skin to 02.skin, _lod01.skin to 00.skin, and _lod02.skin to 01.skin?
Archived author: A2 • Posted: 2025-04-21T08:18:39.119000+00:00
Original source
Seemingly M2 can use bone count above 64 bones per submesh only if there are multile LODs and M2redux is restructuring the nviewprofiles in a way that is LK friendly
Archived author: Mithria • Posted: 2025-04-21T08:24:41.542000+00:00
Original source
Interesting. I noticed when backporting a model, the submeshes had bone counts between 80 and 150, and after i ran it through m2, the _lod had their bone counts brought down to 64 per mesh, but the original 00skin did not. When using it in game, I would crash. When I used your steps and swapped the files around after using m2 on them, the model worked with no crashes, so I was curious why that works the way it does