kenshi_io_blender

Option description

Import mesh

import_1

  1. Encoding
    • Encodes mesh and material names in a character code of your choice.
  2. Import Normals
    • If enabled, apply vertex normals (Blender calls them split normals).
  3. Create materials
    • If enabled, add materials using the material names contained in the file.
  4. Determine mesh name from file name
    • When enabled, the mesh name will be {filename}{submesh index}.
    • When disabled, the mesh name will be the sub-mesh name contained in the file. If there is no corresponding item, it will be the same as when enabled.
  5. Use selected armature
    • When enabled, imports the mesh linked with the active armature.
    • Mainly enabled when importing armor meshes.
    • Ignore this option if the active object is not an armature.
  6. Import animation
    • When enabled, animations will be imported as actions when importing skeletons linked to meshes.
  7. Adjust frame rate
    • When enabled, changes the FPS of the scene to match the animation.

Export mesh

export_1

  1. Mesh version
    • Export mesh (and skeleton) in selected version.
    • Basically choose the default “version 1.10” and select the specific version when loading with a particular tool.
  2. Optimize mesh
    • When enabled, duplicate vertex information is removed and exported.
  3. Tangent format
    • I basically use “tangents and binormals”.
    • If there is no UV map, it implicitly exports “no tangents”.
  4. Export vertex colour
    • When enabled, exports vertex colors.
  5. Export shape keys
    • When enabled, exports shape keys.
  6. Apply Transform
    • When enabled, it will be exported with the transform applied.
  7. Apply Modifiers
    • When enabled, exports with modifiers applied.
  8. Export skeleton
    • When enabled, exports the armature as a skeleton.
    • The export target is the object referenced by the armature modifier of the mesh.
  9. Export Animation
    • When enabled, exports skeletons with animations.
    • The export target is the action of the NLA track contained in the armature and the currently referenced action.
  10. Visual Keying
    • When enabled, the action will be baked with bone constraints and drivers applied. However, the export takes longer.
    • When disabled, the F-Curve of the action is baked.
  11. Apply scale
    • When enabled, animations can have scale keyframes applied.
  12. Include bones with undefined IDs
    • When enabled, bones without OGREID property will be automatically numbered and exported.

Import skeleton

import_2

  1. Use selected armature
    • When enabled, animations will be imported by linking with the active armature.
    • Ignore this option if the active object is not an armature.
  2. Import animation
    • Same as Import mesh.
  3. Adjust frame rate
    • Same as Import mesh.

Export skeleton

export_2

  1. Skeleton version
    • Export skeleton in selected version.
    • Basically choose the default “version 1.10” and select the specific version when loading with a particular tool.
  2. Apply Transform
    • Same as Export mesh.
  3. Export Animation
    • Same as Export mesh.
  4. Visual Keying
    • Same as Export mesh.
  5. Apply scale
    • Same as Export mesh.
  6. Include bones with undefined IDs
    • Same as Export mesh.

Import collision

import_3

  1. Encoding
    • Encode the XML file with the selected character code.

Export collision

export_3

  1. Objects
    • “All Objects” exports all collision objects in the scene.
    • “Selection” exports only selected objects
    • “Selected Children” exports the selected object and all its child objects.
  2. Transform
    • Adjust the global position of the object.
    • “Scene” is relative to the origin of the scene.
    • “Parent” is relative to the common parent.
    • “Active” is relative to the active object.