If you export armour from TpacTool using an obj file, you are extracting a static model. You need to export armours as dae files, if you want to retain their rigging to Bannerlord's skeleton. Without that, whatever you reimport will be unable to function with the game's animations. All native materials for rigged meshes have a skinning box ticked in their Vertex Layout tabs. Even for rigged armours, animations won't work unless that box is checked. I have no idea what happens when you apply a material flagged for skinning with an unrigged armour - maybe it just becomes invisible or the helmet lies out of sight on the floor as it's not rigged to the head bone.
Ok I tried that and it still didnt work.
You cant import .dae files to blender, when you try it gives an error.
(Parsing errors in Document: see Blender Console
And
bpy.context.space_data.recent_folders_active=0)
FULL ERROR FROM CONSOLE:
+-- Collada Import parameters------
| input file : F:\NEW steam Installtions\steamapps\common\Mount & Blade II Bannerlord\Modules\Exports\WIGHT13.dae
| use units : no
| autoconnect : no
+-- Armature Import parameters ----
| find bone chains: no
| min chain len : 0
| fix orientation : no
| keep bind info : no
|! Image not found: hideous_armor_d.dds
| import Image: F:\NEW steam Installtions\steamapps\common\Mount & Blade II Bannerlord\Modules\Exports\black.dds
|! Image not found: hideous_armor_n.dds
|! Image not found: hideous_armor_s.dds
Schema validation (Error): Error: ERROR_REQUIRED_ATTRIBUTE_MISSING Element: texture, Attribute: texcoord, Line: 69, Column: 31, Additional:
The Collada import has been forced to stop.
Please fix the reported error and then try again.+----------------------------------
| Collada Import : FAIL
SO I thought maybe I read that wrong and you didnt mean export from tpac as a ,dae file and import to blender as a .dae file.
I can export from Tpac as .obj and open it in blender
I CAN NOT export from Tpac as .dae and import to blender as .dae
So I tried exporting as ,obj from Tpac, and then exporting from blender as .dae, but the mod tools cant find the file when I look for assets.
The mod tools dont pick up .dae files so it doesnt matter anyway so exporting them this way doesnt work either.
The advice online seems to be to delete the lines in the .dae causing an error using an .xml editor, ive done this and then I can import it to the modding tools, but the item is still invisible.
Ive then followed the above guide and completed it with the modified file where I deleted the error messages, still invisible.
I have also tried every combination of extracting from Tpac (extracting as static or rigged and as a .dae) and none of them work.
At this point I’m not even using modified files, I’m just using the files already in the game to see how to import models, but even replacing in game models with itself makes it invisible.