


When opening an animator every material, shader, and MonoBehavior it uses will be bolded so that will help us to copy what we need from our Sunshine assetbundle. The materials and textures can be safely deleted but I will be saving the shaders and MonoBehaviors to be referenced later. At this point I now have two new animators, their materials, their shaders, their textures, their monoscripts, and their MonoBehaviors. After that we navigate back to our empty assetbundle and paste all marked with Alt+P. From here I will select both the normal and low animators and mark them for copying. The long white shirt is located in co_top_00 in the shilon animator. For this top I will be using an existing Koikatsu top MonoBehavior as a base and referencing my new meshes and frames in it. Some Sunshine MonoBehaviors reference scripts that the base game does not and copying the script doesn’t always work. Now MonoBehaviors CAN be copied between different game assetbundles but it is inconsistent and can cause your mod to be very unstable. When copying animators they will be accompanied by all the files in use by those animators at the time which includes the MonoBehaviors which are important for associating important game functions and bone behavior. I will be exporting the low poly mesh from the pezant_low animator as well.īefore importing the meshes though we need an animator to receive them. Pay attention to the script at the bottom of the program for the location of your exported meshes. I’ve found FBX imports the best into my 3d modelling software. Open the pezant animator then navigate to the mesh tab and select all our meshes then export. To circumvent this limitation we can export the important meshes inside the animator then import them into our fresh KK assetbundle. Normally animators can be copied between assetbundles using SB3U but it is not supported between game versions.
