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Rigging that thing looks like a nightmare!
Good luck getting that ported, unless someone here wants a real challenge... lol
If Jack passed on it, you know it's gonna be a bear to do. lol
http://steamcommunity.com/sharedfiles/filedetails/?id=1091413085
This is trying to make a facial flex for it.
This is a souls 1 model so manual welding as well as splitting is required as fromsoftware didn't know how to bake normalmaps at the time. Chances are also very high finger rigging must be redone as they never stopped being bad at that.
Twist bones require a vrd and are the least fun part of the process.
Inengine materials are handled on a per triangle basis much like in source. Much unlike source it chooses parameters from an index rather than explicit materials. There's generally 7 different types of the same thing in the index. Said values can typically be redone by eye alone.
Also uses colored specular maps so have fun with that.
Bonecount sometimes jumps over 256. At that point you just start splitting the model and compiling separate mdl. There's only a small handful of models above that bonecount. How unfortunate this was one of them.
The process isn't hard, it's just tedious. The biggest problem in a MMD model is the Japanese naming conventions. If you primary language isn't Japanese, doing the conversion to you own language can take some time. Fortunately I have a shortcut I've written that will rename everything in less than 5 minutes. It use to take weeks to rename things to a point that I could continue working a model.