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Example 1 ‐ Extracting a character model

Escartem edited this page Feb 22, 2026 · 5 revisions

Extracting a model

For this example, we will export Furina from the game, so first we assume you have correctly made the CAB Map and Asset Map, so first do Maps > Open Asset Browser. Then in the freshly opened window, click on Load AssetMap and select the .map file created (the Asset Map). Wait for the assets to display and then we can begin doing our search. So characters in the game follow this naming pattern : avatar_[body type]_[weapon type]_[name] for for Furina it is avatar_girl_sword_furina, if you need any help finding this, look up on this website to find it.

In the name text box type the character name, and start the search.

Tip

Every text box in the asset browser supports regex to make your search easier

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Here we will just export the model, so we will remove the animations from the list. If you want to know how to export and use animations, look at this video (very outdated). So to remove them, we click on Select Types and uncheck AnimationClip and search again. Then we can select all elements in the result because there aren't too many left and click on Load Selected and wait for the load to finish, it may take a few minutes.

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In here, since the character is a GameObject, we will search directly in this tab for the same string; this box also supports regex. Then we need to press enter until we find exactly the character. You may have many elements with similar names, but it must exactly be avatar_girl_sword_furina (for npc or monster, the closest not identical)

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Select the node (not the CAB one or the second Furina one inside) and then click on Export > Models section > Export Selected. Wait a bit and you should have a GameObject folder created with the character inside.

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Then you can import the .fbx into Blender, for example, and if you do so, you may notice something looks wrong :

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In order to fix that, we will go on the Shading tab, click on the character body (not the black lines) and you should see her material.

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Then, for every material in the list, you can disconnect the alpha input on the Principled BDSF node. If you need any help on this step, please look at Blender documentation.

After doing so, if you still have incorrect looking parts like so :

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Select the material of the part that doesn't look correct and set the Alpha value of the texture node to None

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This looks better! For the final touches, we can hide the colliders (black line) and the effect meshes (white part on her dress) and the eye effects (stars in her eye)

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And this is done! For the next parts, animating, posing, shading, etc. you should look at the respective tools documentations.