Clear! thank you! the script works perfectlyBigchillghost wrote: ↑Fri Jan 06, 2023 5:27 am You need to find the subscript of the corresponding ID for each value in the bone mapping table.
So for 0x55, its subscript in the bone data list is 2, for 0x5F it's 11, for 0x54 it's 1, and for 0x53
it's 0, hence you get "2,11,1,0" for the first 4 mapping values.
Well, I was thinking in something more than just visual, because not all models are like quadrupeds were are easy to track the bone names/ parents, are many models that have many bones in like the same place (really near), anyways my method was: see the bones in blender, and connect the nodes in AXE, bone 21--> bone 6 --> bone 5 --> bone 4, but at move the bones in blender it looks bad, so I did something wrong linking the bones? or I messed something about the weights.Bigchillghost wrote: ↑Fri Jan 06, 2023 5:27 am Not really. You need to turn on the "Display Bone Node Names" option from AXE's Preference settings before previewing the skeleton. Then link the nodes according to their logical connections. You can even do that in your 3d app if possible.

Honestly didn't understad much the first part, I understand much better with an exampleBigchillghost wrote: ↑Fri Jan 06, 2023 5:27 am The uv is right after the normal vector (12 bytes) in the first vertex data block. You just need to change the base address of that chunk and use the same relative offsets of normals/uvs/vertex colors. Or feel free to use absolute address mode for all attributes if you prefer it that way.
Thanks for your time


when you get helped.