Loops through all UO action indices (0=Walk, 1=WalkStaff, ..., 34=Ingest_Eat), loads the mapped Mixamo animation for each, and renders every action in all 8 directions into a single ZIP. Per-action palette.txt included. May take several minutes.
Generate VD (.vd) — UOFiddler format
Use a body ID from UOFiddler's body table. For humanoids (0x190-0x1FF) use anim1. Decimal values also accepted (e.g. 401 = 0x191).
VD Frame Preview (uses Width/Height from export settings, max 512)
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↑ What will be encoded into the .VD frame
When checked, VD & frame exports render with only ambient light (uniform, no shading) even if viewer uses directional lights. Unchecked = export uses current viewer lighting. Shadeless mode (if enabled in sidebar) also applies to exports.
No manual palette loaded. Auto-generate is enabled — palette.txt will be included in the ZIP for import into UOFiddler.
Export GLB
Quadric decimation (keeps UVs, normals, vertex colors). Set at/above the current count for a lossless export. Decimating drops skinning — output is a static T-pose mesh.
Splats have no polygons — exports a subsampled GLB point cloud (positions + colors). True splat→mesh surfacing needs Poisson (e.g. ComfyUI SplatToMesh).
UO Action → Animation Mapping
Changes auto-saved to browser storage
35 UO humanoid actions. Pick a Mixamo file or a ★ embedded clip from the loaded character. Changes auto-save to localStorage and persist across reloads.
Idx
UO Action
Animation (Mixamo or ★ embedded)
Preview
Assign Current Animation to UO Action
Currently Loaded Animation:
(none)
This will map the currently loaded animation to the selected UO action slot. The mapping is saved to localStorage and persists across reloads.
Equipment
📷 Embedded Textures▼
Lighting — Viewer & Export
Ambient-only = ZBrush flat. Kills directional lights, disables shadows, and lights the model uniformly. Also applied to VD/frame exports when enabled (or per-export override in Export dialog).