Far Cry 6 model tool

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Far Cry 6 model tool

Post by id-daemon »

Far Cry 6 model tool will be posted here after some testing

Currently supports all skeletal & static models.

Image

Image

Image
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Far Cry 6 model tool

Post by id-daemon »

Tool posted.

Usage: drop .XBG file onto the tool, use command line, or create batch.

Special option for universal heads which need facial bones applied from separate files:

First, XBG file as usual. It will have positions/rotations for all bones of a mesh.
Then .item.Bwsk files. You can convert them to readable format as usual FCB file. They have a full description of model parts (.XBG meshes), all skeletons combined, all their bones, materials override, etc, and also in the end there will be a link to .dpdx (facial pose definition). These .dpdx files have final facial bones positions/rotations.

To convert such universal head, provide 2 or more parameters: XBG, and then all BWSK & DPDX files you want to apply.
This will create a "face-fixing" .SMD file with data from all files, in the order you place them in command line.
Bone pos/rot from each next file will OVERWRITE previous values.

Usually, faces need 3 files: XBG, BWSK, DPDX.
For example for Vaas:

Code: Select all

FC6Model.exe fct_hed_shr_average_01_m.xbg dlc_char501_01_m.item.bwsk fct_fac_dlc_char501_01_m.dpdx 


Image

Image