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IGB Blender Addon By Kaiko

Started by Kaiko, February 26, 2026, 03:35AM

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Ok i have decided to let my baby out into the wild. Please please note this is still in beta or even alpha and you will encounter bugs, and may not understand everything or how to do something. feel free add suggestions on how to improve but please dont spam the github. As for here on MM please goto github to post problems as i dont check here that often. https://github.com/KaikoClanworth1/igb-blender

Tutorial. For IGB Actors.

What this will cover:
1. How to get the addon setup for Actors.
2. How to import a game actor (XML2) and then export it to test.

Blender Version Used: 4.4
Recommended Addons.
https://github.com/teamneoneko/Cats-Blender-Plugin/releases/tag/4.4.1.4


Step 1: Select you're game directory in the "IGB Actor" of the N Panel. (Use the "N" key to open it while hovering the main view) The game directory should look something like "C:\Games\X-Men Legends II"



Step 2: I recommend you import a normal actor first (please note that skins made in 3ds max 5 tend to not import well or at all at this time)



It may come up like this with what skin you want, you can import the "03_wolverine" file if you wish to select more than 1 skin at once.



Step 3: now that you have a model imported we should change some settings shown in the images below, first open the armature and hide the outline, if you dont want the outline feel free to delete it, Now goto the "Object" tab of the window below and find the "Viewport Display" now with the armature select hit "in front" this will help with selecting bones. Now you are all setup i recommend you save this as a .blend file before continueing.





Step 4: Settings/Tabs inside of "IGB Actor".



We will go top to bottom.
"Import Options" does as it says, lets you choose to import the skins with animations materials etc, Game: lets you choose the game if it detects wrong (I recommend you leave this on auto)

"Skin Setup" This will let you know if there is anything wrong with you're model, for example we have a warning because "1 bone(s) are connect (should be disconnected)" this is a error we can safly ignore but if you have more than 1 error it maybe a good idea to resolve them, bones and meshes are what they say and "Target" is you're target platform normaly this is set to whatever you imported/Game Directory.

"Active Actor" this shows the skin name and the number of bones.

"Skins" Tab, this is where the magic happends, you will see a "Skin_" and a "Skin_ (outline)" this is just to show you what meshes are in you're armature right now, under "Segments" you will find "Body" which maybe named differnt but can't be changed then "0904" with a box icon and "outline: 0904_skin_outline" this is where you can do things like add guns that you can hide (like bishop) or in this case have a outline that dont show up in MUA but does in XML2.



Note: you can use the little pen to rename the objects but normaly it will go off the mesh name "0904_skin_outline".

Step 5: From here i recommend you backup the orignal .igb you imported and then export from blender to make sure there not errors and it works in-game.



Here is the export menu there are 2 settings here. "Texture Format": which i would leave on "CLUT" which works on both XML2/MUA, and only change it to "DXT5" if you want to do more advanced things with shaders that only work in MUA. and then there is "Texture Resolution" what this will do is force all textures in you're actor to be that size, Honestly i have not found a limit yet (tested up to 4x 2048x2048 without crashing) not to say there is not limit or issues having that high of a texture can cause.
Name you're file and replace the skin to test in-game.

If the game loads then YAY the blender export is working!!.