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At a minimum, copy all of the file types out to a working directory: MDB, TGA, DDS and GR2. You will also want WAV and SSF files if you need to make a soundset.
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Import models and animations to Blender
Head to blender and import all the GR2s, and the MDB
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in one go. That makes sure your MDB ends up with a usable skeleton. The skeleton is the thing that animates the MDB skin. When you select all the GR2s and the MDB for import, one of the files you’re getting has "skel.GR2" at the end of its name. That’s the skeleton
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the animations should end up copied onto when you import them. Only one can be imported at once though for some reason, so when you did the batch import, you'll have only one on it at the time.
Clean up the model.
- Delete all of the objects of spheres named 'COLS'. Just right click these on the right hand list and click delete hierarchy.
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- Inspect the creature mesh(s) and delete any LODs.
- The skeleton is the thing that animates the MDB skin. When you select all the GR2s and the MDB for import, one of the files you’re getting has 'skel.GR2' at the end of its name. That’s the skeleton the anims should end up copied onto when you import them. Only one can be imported at once though for some reason. To import a particular anim, go back to the import menu and select both the .skel file and that particular GR2 animation file then hit import. A new skeleton model, separate from the creature mesh/skin model, should show up in blender with that animation on it.
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