Now you have a nice looking, semi-low poly Item, but you still don’t know how to preview it in game.
Before you can get to the previewing part however, you must set the origin of your Item to the origin of its corresponding body part, the origin being the orange dot you see when selecting a model which you can view as its center.
If you used the .blend file from earlier on, you only need to select your model and then the object of the body part you want the item to be on and press Ctrl+J. The model will now be joined to the body part, meaning it now also has the origin and name of the body part. Now go into edit mode, select a vert of the body part press Ctrl+L to select it entirely and delete it, so that you have your isolated body part again, only this time with the right name and origin.
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If you’re not using Blender and the .obj it’s a little more complicated, as you first need to isolate the body part you want from the full Tori mesh, reset its origin to the center point of its geometry and then join your model to it, so it takes the body part's origin. Now just delete the geometry of the body part, and you have your model with the correct origin.
Unlike the Blender users, anyone who uses the .obj also won’t have the right name for their model set automatically, which will be important when exporting the file itself, so here’s a little overview of what all body parts are called as models.
(I removed all the left parts of the model so it’s easier to read, when naming the models yourself and you have a left object just replace the “r_” in the names with “l_”)
The next thing you’ll want to do is reset your model’s position so that its origin is at your world origin. In Blender you do that by pressing Alt+G.
This step might be specific to the software you’re using, but in Blender before exporting you’re going to have to rotate the model on the x-axis by 90 degrees, since that’s just the way Toribash reads models.
Now you can actually export your model. Classically you do that by going to File > Export > Wavefront (.obj),
but I suggest you use this add-on
With this, you’ll be able to export multiple objects at once which will come in handy when you make an item set, why I suggest you use it though is because it will automatically set the exported obj’s name as the name you set for the object in Blender which can save you quite some time, both when exporting multiple and single objects.
You will see, that with this add-on installed, you get a new option in the export types called "Wavefront Batch (.obj)"
Make sure to check the option "Write Normals" which isn't enabled by default when you're exporting objects using this addon.