Converting models

Models can be converted into BBMOD either using BBMOD CLI or directly from GML using a DLL.


Using BBMOD CLI

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:

  • Press ⊞ Win+R to open the Run app.
  • Type cmd into the textbox and press OK. This will open a console.
  • Navigate to the directory where you have BBMOD.exe using command cd, e.g.
cd "C:\Users\Username\Documents\GameMakerStudio2\Project\datafiles\Data\BBMOD"
  • Run the exe with 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.


From GML

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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