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FreeHK Graphs
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An LMT Animation consists of a list of entries, each with non-repeating IDs. Each LMT entry is made up of an LMT Action and a TIML Data Node. It's possible to set the entry id to -1 for it to be autocalculated but in most cases this isn't recommended, the animation ID determines what it's used for. Keep in mind that an LMT File node Entry Count is the number of entries including empty entries. Setting it to -1 will make it autocalculate the entry count, this is not recommended either, if the game calls an LMT file with an entry ID beyond it's range it will crash.
The tools in the node window affect all children nodes of the currently selected nodes on the currently open tree (children are nodes that connect to the left). This is useful for the rare cases one has multiple trees or multiple node setups open at the same time, or to only apply an operator to a number of selectetd actions.
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A TIML Animation consists of a list of entries, each with non-repeating IDs. Each TIML entry is made up of a single TIML Data entry. A TIML Data entry consists of multiple TIML Action Entries which correspond to Blender Actions with an asterisk type of TIML Action.
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EFX Nodes are somewhat more complicated. An efx has a timeline entry for each main attribute. Because of the complexity of EFX files the process this entries are found might have some shortcomings. EFX Files consist of a list of entries, each with non-repeating ID. The entry's id is the index of the main attribute it modifies. Each EFX Entry consists of multiple TIML Data entries.
JSON nodes allow exporting any FreeHK Node in JSON format. This are useful for debugging purposes and for legacy tools which allow manually injecting buffers into animation files. This nodes are considered pernicious to workflows however and their use is HIGHLY DISUADED. JSON Nodes should not serve any use for the regular user. Exporting them back is not feasible either.
As of Release version this Nodes were deprecated and removed.
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