Because the instructions aren't clear enough, I've decided to take matters into my own hands and show everyone how to make your replacements.
First you need to find the number of the archive of the model you want to replace. In this example, I'll be replacing this thief from the tutorial dungeon.
You can find the ID number using Daggerfall Imaging 2 or by looking at the material for the model in the editor. The material will be in the Mesh Renderer component of the model's child object called MobileUnitBillboard. For this example, we can see that our archive number is 483.
Next, import your model into your mod's folder. It should be under Assets/Game/Mods/<Mod Name>. I like to make a new folder specifically for my models to keep things organized. Make sure that the model is rigged. I've seen many models online that don't include rigs. I'll be using Unity-Chan to demonstrate this because I'm a f*#@ing weeb because she has some quirks in her model that can show up in your models too.
In an empty scene, import your model and make sure its coordinates are at 0, 0, 0.
With Unity-Chan and possibly other models, you'll need to change a few things with the model first. Unity-Chan has some scripts attached to her that we don't want. We can simply disable these or straight up remove them from the prefab.
Next, Unity-Chan's model, and possibly yours too, uses some custom shaders that don't work with Daggerfall Unity. For testing purposes, we can just set all of the materials to the standard shader.
Now we need to make the animation controller. The way the framework works is that we need all of these states in a controller, but we don't need them to be connected to any other node (though one state is always connected to the Entry node as far as I can tell; best to connect it to the Idle state). They need to be named exactly as how they appear in the image below, how you organize them is up to you.
Assign animations to each state. You can either import your own from an FBX file or make animations directly in Unity (not recommended unless you know what you're doing).
Add this controller to your model. Then make a new prefab of the model in your mod's folder. Name this new prefab <Archive number>_0, in this case it's 483_0.
Build your mod and test it. Make sure to add this framework as a dependency and to include all of the files used by the prefabs. If you did everything correctly, then the model should be replaced by our new one.
Could you please add a installation description where to place the files? animator.dfmod -->DaggerfallUnity_Data\StreamingAssets\Mods Animator folder --> ?
UPDATE: So it's easier than it seems, the folder goes into DaggerfallUnity_Data\StreamingAssets as supposed.
How do you use this mod to edit model? Could you at least provide us with a detailed Readme file with instructions. Everyone here asking same thing, path.
I've been working on turning the playable character into a 3d model as a past time, could this be used to change the first person model and paper doll?
16 comments
First you need to find the number of the archive of the model you want to replace. In this example, I'll be replacing this thief from the tutorial dungeon.
You can find the ID number using Daggerfall Imaging 2 or by looking at the material for the model in the editor. The material will be in the Mesh Renderer component of the model's child object called MobileUnitBillboard. For this example, we can see that our archive number is 483.
Next, import your model into your mod's folder. It should be under Assets/Game/Mods/<Mod Name>. I like to make a new folder specifically for my models to keep things organized. Make sure that the model is rigged. I've seen many models online that don't include rigs. I'll be using Unity-Chan to demonstrate this
because I'm a f*#@ing weebbecause she has some quirks in her model that can show up in your models too.In an empty scene, import your model and make sure its coordinates are at 0, 0, 0.
With Unity-Chan and possibly other models, you'll need to change a few things with the model first.
Unity-Chan has some scripts attached to her that we don't want. We can simply disable these or straight up remove them from the prefab.
Next, Unity-Chan's model, and possibly yours too, uses some custom shaders that don't work with Daggerfall Unity. For testing purposes, we can just set all of the materials to the standard shader.
Now we need to make the animation controller. The way the framework works is that we need all of these states in a controller, but we don't need them to be connected to any other node (though one state is always connected to the Entry node as far as I can tell; best to connect it to the Idle state). They need to be named exactly as how they appear in the image below, how you organize them is up to you.
Assign animations to each state. You can either import your own from an FBX file or make animations directly in Unity (not recommended unless you know what you're doing).
Add this controller to your model. Then make a new prefab of the model in your mod's folder. Name this new prefab <Archive number>_0, in this case it's 483_0.
Build your mod and test it. Make sure to add this framework as a dependency and to include all of the files used by the prefabs. If you did everything correctly, then the model should be replaced by our new one.
Could you please add a installation description where to place the files?
animator.dfmod -->DaggerfallUnity_Data\StreamingAssets\Mods
Animator folder --> ?
UPDATE: So it's easier than it seems, the folder goes into DaggerfallUnity_Data\StreamingAssets as supposed.