Modify the mdlx file by specifying the text file output by io_export_mesh_for_modify_mdlx.py with the option -c of modify_mdlx.exe.
1) Select the mesh object you want to export and execute File-> Export-> Mesh for modify_mdlx (.cfg/.txt) from the menu.
2) Press the Export Mesh button with the output file name as MESH.txt, for example.
3) Then open a command prompt and change to the folder containing MESH.txt.
4) Enter the command as follows.
> modify_mdlx ORIGINAL.mdlx -c MESH.txt -o NEW.mdlx
If there are no problems, an mdlx file will be created that reflects the editing in blender.
Even if you see a lot of WARNINGs, you can usually ignore them.
If you want to modify the mdl file of Death end re;Quest 2, add the option --derq2 when executing modify_mdlx.exe.
> modify_mdlx --derp2 ORIGINAL.mdl -c MESH.txt -o NEW.mdl
The number of bones specified by the vertex weight is limited to 4 per vertex, and if it is exceeded, modify_mdlx.exe will end with an error.
I don't remember where to call it, but blender's weight paint mode has the ability to limit the number of bones per vertex.
1) Select the mesh object you want to export and execute File-> Export-> Mesh for modify_mdlx (.cfg/.txt) from the menu.
2) Press the Export Mesh button with the output file name as MESH.txt, for example.
3) Then open a command prompt and change to the folder containing MESH.txt.
4) Enter the command as follows.
> modify_mdlx ORIGINAL.mdlx -c MESH.txt -o NEW.mdlx
If there are no problems, an mdlx file will be created that reflects the editing in blender.
Even if you see a lot of WARNINGs, you can usually ignore them.
If you want to modify the mdl file of Death end re;Quest 2, add the option --derq2 when executing modify_mdlx.exe.
> modify_mdlx --derp2 ORIGINAL.mdl -c MESH.txt -o NEW.mdl
The number of bones specified by the vertex weight is limited to 4 per vertex, and if it is exceeded, modify_mdlx.exe will end with an error.
I don't remember where to call it, but blender's weight paint mode has the ability to limit the number of bones per vertex.