Intro into Model Creation
Hi, my name is Crauzer and this is guide on how to replace, modify and create your own models.
So let’s start, shall we ?
These are the basic file formats you need to know about :
• DDS - A texture or a particle file ( Most of the time )
• SKN - A file that holds information about the model ( Used for champion models and cannot work in-game without an SKL )
• SKL - A file that holds information about the skeleton of the model ( Used for champion models and cannot work in-game without an SKN )
• SCO - Mostly used for particle models ( Doesnt need a skeleton but can contain one )
• SCB - The same as SCO but these are binary and arent mostly used for models but for paths for particles to orient them where to go
• BLND - A file that holds information about all of the animations of the selected champion ( Replace the BLND file of a base skin from another one and you’ll have the animations from the skin, but for this to work you need to replace the SKN and SKL too)
• INIBIN - A file that tells the game what is the name of the SKN, SKL…… so the game knows what to use for the champion ( Do never modify nor replace this file )
• ANIM - Holds animation data
- There are some more types of file but I wont mention them in this guide since they do not have to do anything with the models
Tools that we’ll need :
Maya 2011+ ( Version doesn’t really matter if it isnt below 2011 or over 2025 )
Riot File Translator - https://www.dropbox.com/s/b9w0ohb4g4fq0h6/Riot%20File%20Translator.rar?dl=0
How to install
And some basic skills in Maya
1st Step
First we will load the SKN and SKL of our selected champion
Then you will click this little icon so you can see the the joints and bones of the skeleton through the model
After that you will load your custom model into the scene
And click these icons
1st icon - Activates smooth shading so you can see the model
2nd icon - Enables texturing
2nd Step
Now you will need to make sure that your custom model fits the model you are replacing
Note : That the model can be in any pose as long as you can edit the skeleton so it fits
3rd Step
Now we’re going to edit the skeleton
You will need to rotate, move and sometimes scale the bones so they fit your character
4th Step
You will need to modify the UVs co you can properly edit the texture
Go to Edit UVs - UV Texture Editor
Now select an object in the outliner an make the UVs so they do not tresspass each other
Click this icon
and edit the UVs like you want
E - Rotate
R - Scale
More advanced tutorial :
( Credit to Glen Gramling )
5th Step
Now we’re going to preparate for the bind of skeleton to the model but first you will need to do this :
Delete the old model
Select the model and go to Normals - Reverse
(Remember to ALWAYS reverse the model before binding and deleting the history after reversing, because if you wont the texture will look really bad wih some parts invinsible or you may get a bug splat)
And then go to Edit - Delete All By - History
Note : Sometimes with new champions I get a weird bug where Reverse type doesnt work but I need to do this - Reverse and then Reverse again but change the type of Reverse to revAndExtract ( This is the reason Snow Day Tristana was delayed for a few days )
6th Step
Now we’re going to bind the skeleton to the model
We are going to switch to the Animation menu by pressing F2
Now select the Mesh (Model, note that your model needs to be 1 solid mesh ) and the skeleton (Select every joint in the Outliner but make sure that the model is next to the main joint (root), you can drag the model by holding the scroll wheel on your mouse )
Then you will go to Skin - Bind Skin - Smooth Bind (You are going to click the little square next to it so you can edit the settings of the Smooth Bind)
You will use these settings for the Smooth Bind
then you are going to click Apply and Bind Skin
7th Step
Here comes the fun part (Which I personally hate :D)
We’re going to paint the Weights for the joints so they know what part of the skin they move
Double Click this little icon
In Tool Setting change your options to these
Setting Explained :
Flood - Applies weights on the whole model for the selected joint
Value- Value of the weight 1 - 100 %
0 - 0 %
Opacity - Sets the opacity of the Value 1 and 0 means the same as on value
So how are we going to paint the weights ?
You will hold your right click button on your mouse and click Select Influence
Painting Weights : You will hold your left mouse button and will go over the vertexes of it and that’s how you paint your weights
Note : Every vertex needs to have painted weights, if not then it will stretch out from the model
How to paint weights -
8th Step
This is the last step, so you wont have to read more of this crap :) jk
When you finished all of your weights you will select the model Hold Right mouse button and go to Assign Favorite Meterial and you will have to select Layered Shader
Then go to the Layered Shader material options and the model should be green and a little bit transparent
Now go to Window - Rendering Editors - Hypershade
A new window should open, then you will go to Edit - Delete Unused Nodes
And the final thing - Export
Select the model and go to File - Export Selected
A new window will open, select the name and directory of the file
Then you will select this option
And hit Export Selection
If it displays this error in the console
// Error: SknWriter: too much bound bones, plz remove 32 influence(s) //
Select the model and go to Skin - Edit Smooth Skin - Delete Unused Influences
Good Job! You made it to the end which means you should be able to create a remodel from scratch. I hope you enjoyed this guide
Notes :
Video tutorial :
(Credit to LoL3DModels )
Remember to ALWAYS reverse the model before binding and delete the history after it
SKN Converter for the new SKN files that cant be opened with maya -
SknConverter - Not working
SKN Converter - Google Drive mirror
( Credit to Chewy )
Note : It replaces the original file with the modified one
Posted on 30 Dec 2024, in Blog and tagged guide, model creation, The Natoken Project. Bookmark the permalink. 31 Comments.
Hi can You please help me ?
I could only find maya 2025 for download and I can’t find the riotfiletranslator.mll plugin for maya 2025
LikeLike
when im about to export, it gives me the Error: SknWriter: failed to find the mesh’s skinCluster. what does that mean?
LikeLike
That means you didnt paint the skin weights
LikeLike
Thanks for the reply, I managed to get the model out for testing. However I am encountering another error. (I made a Star Guardian Lux Long Pigtail ver model) When I loaded the skin and I do either the recall,dance and ult animations, the screen freezes. It works fine with the base skin just not the newer ones. What did I do wrong?
LikeLike
Every time that a make a model and then I try it in game, I have a bug-splat, but I don’t know why because I followed precisely every step of this guide.
What problem do you think it could be?
P.S. I have a bug-splat also if I only delete parts of the original model.
LikeLike
You propably didnt delete the history before binding the skin
LikeLike
I did,I delete the history when I see some history files in the outliner.
I think the problem is that the animations don’t works on my models, even if I perfectly paint the weights, when I open one of my models in a Skn viewer with an animation, when I play the animation, the model don’t move.
LikeLike
Are there anyway to edit SCO file pls I need to know how to edit it
LikeLike
Open them in Maya
LikeLike
Thank very a lot but how about .SCB pls tell
LikeLike
SCB is binary SCO and you can open it in Maya too
LikeLike
does this mean SCO is mesh file like SKN and SCB is animation like ANM?
LikeLike
SCO and SCB are both meshes like SKN but they arent like ANM in any way
LikeLike
If SCB is not an animation then what do you mean by “but for paths for particles to orient them where to go”
LikeLike
I got Maya, I got Riot file translator for my version, I installed it according to directions. I got Wooxy, exported some champion files, and tried to import them in Maya. The SKN go in fine, the SKL don’t. “// Error: line 0: Error unknown file.”
So i just carried on and changed basic models. But now I want to export what I made, and I’m having problems again: “// Error: line 0: Could not save file ‘C:/Users…*.skn’.”
No idea what can cause this problem?
LikeLike
I have no idea why Maya cant import SKL but to export an SKN file, the model needs to have a valid Skin which means you need to paint weight on it. And since you cant import SKL files you cant paint weight
LikeLike
Hey, I found this tutorial helpful, but I have a problem, I’m not made of money, and I can’t afford to use Maya, is there any way to instead use Blender, or some other kind of freeware?
LikeLike
You can get a free student version of Maya on their site, just search it on google
LikeLike
I’m Timewe, your guide is very good, and I’m also an author of skins.Even though we come from different countries, we have always pay attention to your works,hope your works are better and better,thanks.
LikeLike
Lock i dont have a maya folder wtf how i find mine i dont have it ;-;
LikeLike
It should be in Program Files / Autodesk / Maya xxxx
LikeLike
what happens if i have the MAYA 2025¿?
LikeLike
Nothing, It should work
LikeLike
/ Error: line 1: Plug-in, “RiotFileTranslator” was compiled against too old a version of the Maya API and is thus incompatible with the current Maya version. (RiotFileTranslator)
LikeLike
Ohh, I think they changed maya’s API maybe it’s caused by the new interface, so nope it wont work
LikeLike
-_-
LikeLike
how can i fix it¿?
LikeLike
I can’t, I dont know how to code in Python nor MEL
LikeLike
Link to SKNConverter doesn`t work. pls fix it.
LikeLike
Fixed
LikeLike
This is sick dude im planning on getting into model editing too :D
LikeLike