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Sparking Zero Model Import Guide
By UltIMa647.
Requirements
- FModel (QA Build)
- Blender 4.0 (Probably)
- Ueformat Plugin
- Matyalatte’s .psk Plugin
How-To
- Enable Morph Target export in Fmodel, locate model you want to edit.
- Export as .uemodel for the mesh you want from Fmodel.
- Export as .psk for the same mesh as well.
- Import the .psk using Matyalatte’s .psk plugin, delete the mesh that comes with it and keep the Armature.
- Import the .uemodel using the ueformat plugin, delete the armature and parent the mesh to the armature from the .psk.
- Rename the armature object and skeleton names to “Armature” if they aren’t already.
- Edit your model how you see fit.
- Export .fbx without leaf bones using the default .fbx export plugin.
- To create a dummy mesh to replace any parts you aren’t using, simply keep one tri, rig it somewhere it won’t poke out in your model, and export over the meshes you aren’t replacing.
- Import your meshes into UE4, rename the imported skeleton to the one your character uses. You can check the mesh in FModel if you’re not sure.
- Toggle “Import Morph Targets” on.
- Change Normal Import Method to “Import Normals and Tangents”.
- Only create a physicsasset if your model has one in-game. You can double check in FModel.
- If it does, rename it accordingly.
- Open your mesh in Fmodel and search for “PostProcessAnimBlueprint”. If one exists, right click the skeleton in Unreal, select “Create > Animation Blueprint”. Rename the ABP to the one that your mesh uses in FModel (Don’t copy the _C if it has it).
- If it doesn’t exist in Fmodel, that mesh is good to go.
- When packing, DO NOT include the skeleton, physicsassets, or ABP’s. Only include your models and anything else you plan on modifying.
Notes
- If you have BetterFBX, you can skip using the .psk armature and just use the .uemodel armature. Make sure to export with BetterFBX instead of the default .fbx plugin.
- If some characters get folded in weird places, just import a 0000 Goku cloth model into blender, rig a single tri, and replace the body mesh of your character with it (assign your mesh to something else). Assign the Goku Dummy to your character’s skeleton in UE5 when prompted.
- If it happens with other meshes, replace those with the dummy and re-assign them again.
- Optionally create an invisible material (plug a constant of 0 into opacity mask) and assign that to your tris so they don’t show up in-game regardless of weights/issues.
- If you get this error when importing into UE, set the scale of the armature from “1.0” to “100.0”
(Seems to only occur with .psk armature’s)
- If you’re having issues with your character doing facial animations wrong (something I have so far only noticed on Vegetto), turns out FModel can somehow export Shape Keys in the wrong order, so if you have this problem, check the mesh uasset in FModel to get the correct order
FModel / Correct
“Import your meshes into UE4” why ue4? im newbie so i dont understand why ue4 since game use ue5