Models can be converted into BBMOD either using BBMOD CLI or directly from GML using a DLL.
If you are comfortable with using CMD or PowerShell, all you have to do to
convert a model is to run BBMOD.exe
(can be found in the Included Files) with
path to the model you want to convert as the first parameter.
If you do not have any previous experience with any of those, follow these steps:
⊞ Win
+R
to open the Run app.cmd
into the textbox and press OK
. This will open a console.BBMOD.exe
using command cd
, e.g.cd "C:\Users\Username\Documents\GameMakerStudio2\Project\datafiles\Data\BBMOD"
BBMOD.exe C:\Path\To\The\Model
, e.g.BBMOD.exe "C:\Users\Username\Models\Character.fbx"
This command would output a Character.bbmod
file into the same directory where
the original fbx is. You can optionally specify the output file path as the
second parameter. To see all possible parameters, run the exe with
BBMOD.exe -h
, which will display a help message.
Using the DLL module you can convert models right from GML:
var _dll = new BBMOD_DLL();
_dll.convert("Character.fbx", "Character.bbmod");
_dll.destroy();
If the converted model contains animations, they are stored into the same
directory, each having a _AnimationName.bbanim
suffix, e.g.
Character_Idle.bbanim
, Character_Walk.bbanim
etc. Thanks to this you can
share animations between multiple models with the same skeleton.
Lastly, a _log.txt
file is created, which contains additional info about the
converted model, like its vertex format, bones' and materials' names and indices
etc.
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