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EFX PL Editing
PL Files are one way in which EFX can displace individual meshes within a model file. A PL file is married to a mod3 file which has the mesh which it modifies. Modifications are strictly translations, there are no rotations. Free Hyper Kinetics provides importing and exporting capabilities for pl files. In general you need a base model before importing and you LIKELY will want a base model for exporting as well.
PL files link to the sub-meshes in a mod3 file through the visible condition value. All meshes with a given visible condition will be translated to the position of the node in the pl file with that same value.
When importing a PL file you first want to use the Mod3 Importer to import the mesh it modifies. You can find the path that a PL file modifies by looking at the EFX file calling the PL as the mesh will be loaded in the mesh attribute of the EFX entry associated with the PL attribute.

Importing the pl file on the same scene will provide some convenient visualization

Using the Free button we can remove the influence of the PL File on the Mesh (and conversely, using the Link button we can reapply it).

When exporting the PL it doesn't matter in what state (free or linked) the mesh is. However when exporting the mod3 MAKE SURE THAT THE MESH IS FREED.

It is possible to manually create PL Proxies as empties with custom properties (or use the convenience Create PL Proxy to make them one by one). The Create PL Proxy button will use the currently selected object as the position for the PL Proxy. If the active object is a MHW mesh with a visible condition set (visibleCondition in custom properties) the newly created proxy will inherit the visible condition value otherwise it can be manually set.
However, if you have multiple meshes with translations and their visible condition on their custom properties, you can directly create the PL Proxies for all of them simultaneously.

The PL Tools will merge meshes with near-identical translations (limited by Merge Distance) and assign viscon values based on their properties (when missing a default value can be set, in this case its -1 by default).

This can already be exported as a PL file. To export the corresponding mod3 we want to Free it before clicking the mod3 export.

General Tutorials
Animation Tutorials
Audio Tutorials
File & In Game IDs
- Accessory and Specialized Tool IDs (Asset)
- Armor IDs (Asset)
- Decorations IDs
- EFX IDs
- Endemic Critter IDs (Asset)
- Face IDs (Asset)
- Furniture IDs (Asset)
- Gimmick IDs (Asset)
- Hairstyle IDs (Asset)
- Item IDs
- LMT IDs
- Material IDs
- Medal IDs
- Model Bone Function IDs
- Monster IDs
- Monster Shell IDs (A-P)
- Monster Shell IDs (Q-Z)
- NPC IDs (Asset)
- NPC Base Model (Asset)
- Palico Equipment IDs (Asset)
- Pendant IDs (Asset)
- Poogie Clothes IDs
- Quest IDs
- Skill IDs
- Stage IDs (Asset)
- Player Weapon Action IDs
- Weapon IDs (Asset)
- Weapon ID Dump (GS,SnS,DB)
- Weapon ID Dump (LS,Ham,HH)
- Weapon ID Dump (Lan,GL)
- Weapon ID Dump (SA,CB)
- Weapon ID Dump (Bow,HBG,LBG)
Model Tutorials
- Quick Guide to Importing Models (Blender 2.79)
- Walkthrough of a Weapon Import
- Basics of Exporting Into the .mod3 Format
- How To Fix UVs Sharing a Seam
- How To Separate Mesh Parts in Blender
- Rotating, Moving and Resizing in Blender
- How to Split a Single Mesh Outfit into Player Equippable Parts
- Jigglebone Chains (.ctc) and Colliders (.ccl)
- Axial CTC Rotations
- Editing Hair Models and Materials
- Useful Blender Scripts
- [external page] How to Make All Polygons Into Triangles (Required for MHW models)
- [external page] How to Convert Triangles Back Into Quads
- [external page] How to Change The View-port clipping Parameters For Large Models
- [external page] How to Set Origin to Vertex in Edit Mode
- [external page] Shortcut to repeat the last operation in Blender
- [external page] Transferring Rig Weights From One Mesh To Another
- [external page] How to Copy Paint Weights From One Object to Another
- [external page] How to Remove All Zero-Weight Vertex Groups
- [external page] How to Weight Paint Against Current Pose
- [external page] Making a Hair Rig
- [external page] Physics Transfer
EFX Tutorials
FSM Editing
MRL3 Tutorials
NPC Editing
Plugins and Memory Editing
Monster AI Editing
General Texture Tutorials
- Obtaining, Converting and Replacing Textures
- Textures with Paint NET
- How To Open DDS Files
- Editing Textures
- Understanding Alpha Channels
- Exporting Textures with Transparency
- How To Achieve Glass Texture
- How to create Crystal materials with Alpha Textures
- Working Around the Mip Map Loading Bug
- [external page] Extracting a UV Layout
Specific Texture Tutorials
Asterisk's Plugin Notes
Miscellaneous Tutorials
Outdated Tutorials
- How to Make an NPC Skin Material Support Skin Color Customization
- Plugin Comparison
- A Theoretical Proposal on Skeleton Extension
- Monster Hunter World Save Editor Tutorial
- Making Copies of a Save Slot
- Making a Green Screen
- Notes on CTC Physics Jiggle Files
- Opening MRL3 file with a template
- Transferring MRL3 Files Between Models
- Expanding mrl3 Reference List
- How to Edit Eye Color in mrl3 Files