1_7_2025
-For .flver/.flv, can optionally convert dummies when outputting as .fbx. You may choose if these should attach to their original parents or the bones they're intended to attach to
-For .flver/.flv dummies, the name formatting is the dummy's data separated by #s. Specifically, Dummy # reference id # parent bone name # attach bone name # flag1 # unk30 # unk34 # hex color as RGBA eg. Dummy#100#R_weapon#Model_Dmy#True#0#0#FFFFFFFF
-Souls Model Tool now supports .ctxr conversion from gui and command line
Okay so new experimental feature, you can export the dummy nodes (polys? Some say Kosm...) with your .fbx now. These are NOT normal bones so expect them to cause interfere with things some if you're relying on bone ids for something. That said, they're obviously kind of important to the game and have their uses for porting to other games and the like. And if you import them to max, they'll show up green alongside the aqua colored normal bones (Sorry Blender users, complain to the devs that FBX bone colors are not supported right now).
This is a first go at it so expect issues, but hopefully it works well. One thing that might be useful to some is that you can either have the dummies attach to their true parent or their 'attach' node, which is usually much closer. This will make them move much more like in the game though technically in the original file they're parented to that true parent node. Some dev who wants to let people edit these may hate me later for that option, but it's there now.
For examples of with and without the attach bone parenting, see below