About This File
Rsm Editor is a tool to edit RSM1 and RSM2 model files from Ragnarok Online.
How to install
- Download the zip archive provided from the download link on this page.
- Install the application with Rsm Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it (the tool requires .NET 4.0).
- Once you are done, you can start the program from the link on your desktop.
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If you are opening the software for the first time, you'll be prompted with a setting resource window.
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You can either add a data folder or a list or GRFs from this window. This will be used for loading textures on your models.
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You can either add a data folder or a list or GRFs from this window. This will be used for loading textures on your models.
Key features
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Can edit both RSM1 and RSM2 file formats. When saving, you can also downgrade or upgrade the model version.
- The tool uses a different technique for version conversion which should give very accurate results. Position, scale and texture keyframes cannot be converted.
- Undo and redo for any operation.
- Quaternions are translated into Euler angles using the YXZ order.
- Merging different models can be done by right-clicking a mesh node or by drag and dropping another mesh directly.
- Easy texture modification for each mesh.
- Enable to set two-faced polygons for the entire model (to avoid invinsible faces in-game).
- Files can be associated with the tool through Windows (there will not be a setting for this within the software).
- Backups are created while you are editing the mesh. You can view the list via Debug > Backups manager...
- Automatically fixes mesh names and root node upon saving.
- There is no conversion to fbx and vice versa at the moment.
Useful shortcuts
- All shortcuts can be modified via File > Settings > Shortcuts.
- Pressing Enter on a mesh will center the camera around it.
- You can quickly duplicate a mesh with Ctrl-C/Ctrl-V.
- You can hold the Shift key to snap the Gizmo when applying a transformation. You can also hold Shift when selecting a frame.
- You can select a mesh directly by holding Alt while clicking on it in the viewport.
- You can enable the wireframe view by pressing F8 or View > Wireframe view. This is useful when positioning meshes.
Modifying transform origin
- The origin position is used for the rotation and scale transformations.
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To modify, press F1 or View > Show origin, then move the white gizmo.
Modifying textures or normals
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If you click on the model rather than a mesh, you'll have a few more options.
- Smooth normals is the recommended method.
- The list of textures can be edited directly. The textures shown in this node are for all meshes together. If you edit the texture locally from your data folder, you can reload the model textures by using Ctrl-R or Transform > Reload model.
Animation transform
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If you've already made an animation for a mesh and you want to apply a rotation (or translation) to all keyframes, you can do so by using the animation transform feature. Press F7 or Animation > Animation transform. This mode applies the transformation to all keyframes at the same time.
Keyframes edit
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You can select multiple keyframes by holding down Shift+LeftMouseButton in the timeline view.
- You can unselect specific keys by pressing Ctrl+LeftMouseButton.
- You can move the selected frames by holding down LeftMouseButton.
- You can copy and paste keys with Ctrl-C/Ctrl-V. You can select all keys with Ctrl-A or deselect all with Ctrl-D.
Gizmo orientation
- By pressing F4 or View > Change gizmo orientation, you can change between global or local orientation.
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Local orientation sets the gizmo to the current mesh transformation, while global ignores all mesh transformations.
- Each mesh has local transformations and global transformations (this is unrelated to the gizmo orientation). The difference is that local transformations do not apply to children (not entirely true for RSM2 though). Keyframe transformations always apply to children.