Import Models From Call of Duty Games
- First export your model with Wraith, which can be found here. (Tutorial for Wraith can be found here)
Creating XMODEL_EXPORT through Maya:
- Open the newly created
.MA file in Maya, and if needed apply the bindfile (
.mel) generated by Wraith.
- Using CODMayaPlugin, export your scene.
- CODMayaPlugin can be downloaded here.
- Select your meshes and joints, and go to
Select > Select Hierarchy.
- Go to
Call of Duty Tools > Export XModel.
- Select where to export, and what to name your export by pressing the
..., and press
- This will create an
.XMODEL_EXPORT file, you’re now done in Maya.
- Download Kronos, which can be found here.
- Black Ops III uses
XMODEL_BIN compared to previous installations, where
XMODEL_EXPORT was used, so it’ll need to be converted.
- Drag and drop your
XMODEL_EXPORT onto the
MODELS tab to create an
- Copy your newly created
Importing model into APE:
- Open APE (Asset Property Editor).
- Go to
File > New GDT and give an appropriate name.
- Right click the newly created GDT and select
- Give the appropriate name, and select
xmodel as asset type.
- Under the entry properties for your newly created asset, find
LODs and under LOD0 press
- Locate your
XMODEL_BIN to set the file path. For example:
- In the preview window your model will appear with a blue and green texture, this
means it's missing a texture.
- You’ll need to create Materials, which is covered here (coming soon).
Easily create materials for your model:
- While viewing your xmodel entry, you can easily create the missing materials by pressing
- And that’s it! If you’ve done everything correctly, your model should appear with proper textures, just like this one!