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Crowfunder edited this page Apr 8, 2023 · 4 revisions

Some of the not-so-very-obvious GUI elements have tooltip explanations once you hover your mouse over them!

For more detailed rundown on User Interface options see Bundled User Interfaces.

How to import a model (GUI)

Kozmadeus GUI

Requirements:

Instructions:

  1. Ensure the model type is supported, either a Collada (.dae) or Wavefront (.obj) model
  2. Press "Browse" (or CTRL+O) and select your model file/files
  3. If necessary, otherwise skip this step, change the importing options and/or output type
    -Strip Armature Tree: Strips the data of the armature tree, retaining the remaining armature data however, necessary for Armor Import Method, see Armor Import Method
    -Articulated: Model type used for most cases, default
    -Static: Model type used most notably for importing armors
  4. Press Submit (or Enter) and wait for an indicator in the bottom right of the window (or a "Ping" sound)
  5. All done! You'll have a .xml file with input model's name

Importing a model in SpiralView

  1. Open SpiralView/SpiralSpy. (For SpiralView choose Model Viewer). On top left press Edit > Resources (or CTRL+R)

  1. Another, now empty window should pop up. In the new window's menubar, press File > Import from XML… Find the “.xml” file you created earlier using Kozmadeus and open it

  1. A typical config editor shows up. What you need to edit here is the texture. Move it to anywhere under Spiral Knights/rsrc folder. Your texture must be in .png, .jpg or .dds format! Convert it if it isn’t!

  2. Find Material Mappings section in the config editor. Under the Texture subsection press the “texture.png” button. Find your model’s texture and open it.

  1. Now that you’re done, perform any necessary additional config tweaks, if you have any. On the top left press File > Save, pick the desired location and file name. Add “.dat” extension to the file name, SpiralView/SpiralSpy won’t do it for you!

  2. Congrats, you have just imported your model to SK! Now you can freely use it for your mods. Any further necessary tweaks, such as resizing and repositioning can be easily performed with Compound Models.

Armor Import Method

This is a special method that is the only fully-working rigged model importing method for the time being. Most importantly, it allows importing working armors (under conditions) without cutting them into pieces. It relies on sure-to-be-working original SK armatures.

Requirements:

Instructions:

  1. In SpiralView, for armors open SK_Equipment_Export_Surrogate.dat that can be found in Kozmadeus assets folder (you'll need to move it under Spiral Knights/rsrc). It can also be just any rigged SK model. Press "Edit".
    Note: The method using this .dat file applies to armors only, other SK models don't need it, this file is made so that the knight model armature is retained.

  2. Find "Attachments", "Clear" the existing ones and add the ones you wish to base your armor on.

  3. Once you do, press File > Save or File > Save as, and remember the location of the file.

  4. Open ThreeRingsSharp, export the .dat model you've just saved and open it in Blender.
    Note: Xan made a handy video on how to use TRS.

  5. Open the exported model in Blender, edit it any way you want. Treat it as a base for a custom model, so that it uses the same armature.
    Note: Mind the Collada module limitations, see "Collada/Limitations and Known Issues" documentation section

  6. Export the model in "Collada (.dae)"
    Note: In the exporting window, it may be necessary to change the UP and FORWARD axis to -Y UP and -Z FORWARD, or rotate the model by X -90 degrees in XYZ Euler, then press Ctrl+A and apply all transforms (preferred method) as Blender and Clyde use different UP and FORWARD axis

  7. Open Kozmadeus, press "Browse (Ctrl+O)" and select the recently exported Collada file, select "Strip Armature Tree" option and "Static" output type, press "Submit"

  8. Open Spiralview, import the model according to "Importing a model in SpiralView" guide above.

  9. And done! If you followed the instructions carefully you can now use the imported model as a knight armor, or an overlay of another model.
    Note: If you wish to, i.e. change something about a rigged model different than armor, after importing the modified model you'll have to add it as an attachment onto the original model, then you'll have to make the original, host model transparent.

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