Extracting your mesh

This section is under construction, and was written by @muuyo



You're looking to use either Fmodel, or Umodel. Learn how to set each up at the links above. Umodel is a more antiquated piece of software; Fmodel is more recent, and I personally prefer using it. As well, it seems to currently be the only software that supports exporting material names, animations and every other asset! Umodel is mostly here for posterity.


Either way, mesh locations you'll want to look for:

  • Character meshes are stored in a tree like RED\Chara\ANJ\Costume01\Mesh
  • Character meshes used for moves are stored in places like RED\Chara\ANJ\Common\Effect\Particles\ANJ_PTC01\Mesh. This is much more trial and error, however most are named after their animation IDs, linked here. Warning, these are shared across every color on that character, just like normal mesh mods.
  • Map meshes are stored in RED\Map\Battle\ under their internal name - an index is linked here.. This is slightly outdated, but you should be able to figure it out.


Fmodel

Set up Fmodel using the tutorial here.

This is a newer method, however most likely much less of a pain to use, and more foolproof.

  • Follow the steps on the Fmodel page to download and configure Fmodel and the Blender addon to accept .ueformat files
  • Optionally, double click any file to preview it in Fmodel's viewer
  • Right click any file in Fmodel, and export as a ueformat file as in the page linked in Step 1

Umodel

Set up Umodel using the tutorial here.

  • now, browse through the game's file trees to find whatever you wish to extract, then either right click the folder on the left and press Export folder content. You want GLTF.
  • or, right click an individual file and do so. For more detailed overhaul-y mesh mods, I recommend exporting animations at this step as well, explained in section 7, as having them in Blender will mean you don't have to extract the mesh again later - they're very useful for finding when and how your model will jank out.

After either method, view the mesh importing section.