Help:Replacing models: Difference between revisions

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→‎Import the Model Using Switch Toolbox: Expanded upon Toolbox attribute importing options
imported>Ginger
imported>Ginger
(→‎Import the Model Using Switch Toolbox: Expanded upon Toolbox attribute importing options)
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[[File:ModelReplacement_importOptions.png|thumb|The list of import options Switch Toolbox displays.]]
[[File:ModelReplacement_importOptions.png|thumb|The list of import options Switch Toolbox displays.]]
<blockquote>Summary: Replace the original model in Switch Toolbox.</blockquote>If you didn't leave Switch Toolbox open, reopen it now, and reopen the SBFRES you got the original model from. Right-click on the model that you want to replace, select Replace, and select the file you exported from your modeling program.
<blockquote>Summary: Replace the original model in Switch Toolbox.</blockquote>If you didn't leave Switch Toolbox open, reopen it now, and reopen the SBFRES you got the original model from. Right-click on the model that you want to replace, select Replace, and select the file you exported from your modeling program.
A dialog window of import options will appear. In the picture to the right, if the option does not appear in the box, then you should leave it as it is pictured.
A dialog window of import options will appear. The picture to the right contains settings for most armors, but you should generally match the formats you copied down in the first step of this tutorial.


Red box: Generally leave these unchecked. If your textures look all funky, try reimporting with Flip UVs. If you import and the model is not looking at you, but is instead face-down, reimport with Rotate -90 degrees checked. If you import and the model is face-up, use Rotate 90 degrees.
Red box: Generally leave these unchecked. If your textures look all funky, try reimporting with Flip UVs. If you import and the model is not looking at you, but is instead face-down, reimport with Rotate -90 degrees checked. If you import and the model is face-up, use Rotate 90 degrees. If you modified the skeleton, use Import Bones. (It's possible that skeletons exported from Blender may not import correctly if you don't use Autodesk FBX Converter from #Export the Model from Your Modeling Program.
 
Orange box: Keep Original Skin Count will be disabled by default in order to help avoid model stretching issues, but if your weights did not change then you can check this box to help solve some issues. Always check Map Original Materials. If you are importing from DAE or FBX, then you should check Use Original Attributes and Use Original Attribute Formats. If you checked those boxes and changed the names of the objects from the original model, pay special attention to the teal box instructions below. If you check those two boxes, then you can ignore the green and yellow box instructions below.


Green box: Check all the boxes corresponding to the buffer types that you took note of in the first step of this process, "Obtaining a Rig." If any object has one of those buffer types, check the box.
Green box: Check all the boxes corresponding to the buffer types that you took note of in the first step of this process, "Obtaining a Rig." If any object has one of those buffer types, check the box.


Yellow box: Select formats from the dropdowns that correspond to the formats you took note of in the first step of this process, "Obtaining a Rig." The UVs format will probably be Format_16_16_UNorm, which the dropdown may not have. If that's the case, Format_16_16_SNorm is fine.
Yellow box: Select formats from the dropdowns that correspond to the formats you took note of in the first step of this process, "Obtaining a Rig." If the UVs format was Format_16_16_UNorm and the dropdown does not have that option, Format_16_16_SNorm is fine.
 
Orange box: Keep Original Skin Count will be disabled by default in order to help avoid model stretching issues, but if you followed the Bone Affect Limit part of the "Copy the Rig from the Original to Your Model" step, then your skin count will be the same as the original, and you should check that box. Always check Map Original Materials. If you are importing from DAE (or FBX or OBJ if they are handled properly at the time you're reading this), then you should check Use Original Attributes and Use Original Attribute Formats.


Teal box: If you are importing from DAE (or FBX or OBJ if they are handled properly at the time you're reading this), then the left side will have the objects you are importing, and the right side will have the objects you are replacing. This will let you know whether or not Map Original Materials from the orange box will actually do anything, and is one of the reasons why you renamed your objects to the same name as the originals. The CSV import option does not support Map Original Materials at the time of writing, though it may do so in the future.
Teal box: If you are importing from DAE or FBX, then the left side will have the objects you are importing, and the right side will have the objects you are replacing. This will let you know whether or not Map Original Materials from the orange box will actually do anything, and is one of the reasons why you renamed your objects to the same name as the originals. If you did not rename your objects to the same names as the originals in your modeling program, then you may rename them to the original object names here by selecting them on the left side and correcting their names in the text line above these two boxes. This will save you the trouble of having to set the attributes and formats manually (the green and yellow boxes). The CSV import option does not support Map Original Materials at the time of writing, though it may do so in the future.


Once you've set all your import options, switch back to the Model Settings tab and hit Save.
Once you've set all your import options, switch back to the Model Settings tab and hit Save.
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