If you scroll down to the Materials section of your xmodel asset, you will see a list of all the materials the xmodel needs. Once you set this, you should see a preview of your model in the preview window, but it will not have any textures. Next you need to set the 'File' under the 'LOD 0' section to your XMODEL_BIN file you created earlier. If this model will be animated, choose animated - otherwise the correct option is rigid in nearly all cases. Once you create your xmodel asset, you will see a confirmation screen with lots of options, most of which you can safely ignore.įor 'Type' you must select a type for the model. Then click OK to create the xmodel asset. I often recommend using the same name as the xmodel file although it is personal preference. XMODEL_BIN files, you are ready to set up the xmodel in Asset Property Editor (A.P.E.). Start by creating a new asset in your GDT of choice.įor the Asset Name, enter a name for the xmodel you wish to use. In order to convert the files, you must use export2bin.exe. All of your exported xmodels must be converted to this format in order to be loaded by Asset Property Editor (A.P.E.). XMODEL_BINīO3 has a new compiled format for xmodels called xmodel_bin.
XMODEL_EXPORT , check out the page BO3 | Export Models/Anims from Maya 8.5+ Converting. If you do not know how to export your animation to.