model_export

Writes a model as glTF 2.0 (.gltf and .bin) into a folder of yours, for Blender's built-in glTF import: its node tree, each mesh with normals, tangents, texture coordinates and colours, and its bones as one skin with each vertex's weights. Z up is made glTF's Y up. The game's names and kinds are kept in each node's and mesh's `extras` ("dao"), which Blender keeps as custom properties. Answers the paths, the counts, and `notes` on anything left out. Textures are not written yet. Writes nothing in the game's folders.

Arguments

Name Type Required What
name string yes The model’s hierarchy, “cn_bdy_ogra_0.mmh” (the extension may be left off). resources with type mmh finds one; it names its mesh file (.msh) itself.
source string   Which copy of the .mmh, by its source (“core”, “addin:…”). Default: the copy the game takes. Its mesh file is always the game’s copy.
archive string   Which copy of the .mmh, by its archive’s path.
to string yes The folder to write into, a full path; made if missing. Never inside the game’s folder.

Call it as model_export over MCP, or from a shell as ghilana.exe --call model_export '<arguments as JSON>'.