Tutorial:AssetEditor

From Total War Modding
Revision as of 14:35, 23 May 2021 by H3ro (talk | contribs)

The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2).

It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.


Disclaimer: I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please!

Basics

Camera

All the visual editors uses ALT+ Mouse to move the camera.

Zoom = Alt+ Mouse Wheel

Move = Alt + Right button

Rotate = Alt + Left button

Saving

The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.


Sub Tools

Kitbash Editor

Some text to come here, maybe someone want to write it?

Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM

Re-Regging

One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.

It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)

It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.

The tool can also attempt to auto fit the mesh onto the skeleton by selecting the "Fit mesh to skeleton" checkbox.

ReriggingImage.png
Bone selected and mapped correctly

BMI tool

The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.

All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.

Before
After

Mount Animation Creator

The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game.

An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y


A run-through of the UI components:

  1. Information about the rider (mesh, skeleton and animation)
  2. Information about the mount (mesh, skeleton and animation)
  3. A shortcut menu to make it easier to work with animation sets.
    • Mount is the animation fragment used by the mount
    • Rider is the animation fragment used by the rider
    • Mount animation tag is the animation used by the mount
    • Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected
    • "Generate and save all" Runs through all the animations in the mounts animation set and generates animations for the rider.
  4. Control how the rider is attached to the mount
    • Rider root bone (probably never change this)
    • The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected
  5. Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default
  6. Press "Preview" to generate an animation with the current settings
  7. The animation preview controller to see how the animation looks
Screenshot
Selecting vertex

Anm.Meta files Editor

The tool can display and edit most meta file, more information will be added later

ImageMeta.png