A powerful tool for converting between the glTF format and League of Legends models and animations
lol2gltf is a command-line utility that enables seamless conversion between League of Legends' proprietary 3D formats and the industry-standard glTF format. This tool is essential for game modders, artists, and developers working with League of Legends assets.
- Skinned Mesh Conversion: Convert League's SKN/SKL/ANM files to glTF and back
- Map Geometry Conversion: Transform League's map geometry files to glTF
- Static Mesh Conversion: Convert glTF to League's static mesh formats (SCB/SCO)
- Animation Support: Include League animations in your glTF exports
- Texture Integration: Bundle textures with your models
- Download the latest release from the Releases page
- Extract the ZIP file to a location of your choice
- Run the tool from the command line as described below
lol2gltf offers several conversion modes, each with its own set of parameters:
Converts League's skinned mesh files (SKN, SKL, ANM) into a glTF asset.
lol2gltf skn2gltf -m <skn_path> -s <skl_path> -g <gltf_path> [-a <anm_folder>] [--materials <material_names>] [--textures <texture_paths>]
Required Parameters:
-m, --skn
: Path to the Simple Skin (.skn) file-s, --skl
: Path to the Skeleton (.skl) file-g, --gltf
: Path for the output glTF file (use .glb extension for binary format)
Optional Parameters:
-a, --anm
: Path to a folder containing Animation (.anm) files--materials
: Material names for textures (must match the count of texture paths)--textures
: Paths to texture files (must match the count of material names)
Example:
lol2gltf skn2gltf -m Aatrox.skn -s Aatrox.skl -g Aatrox.glb -a animations/
Converts a glTF asset into League's skinned mesh formats (SKN, SKL).
lol2gltf gltf2skn -g <gltf_path> -m <skn_path> [-s <skl_path>]
Required Parameters:
-g, --gltf
: Path to the glTF asset (.glb or .gltf)-m, --skn
: Path for the output Simple Skin (.skn) file
Optional Parameters:
-s, --skl
: Path for the output Skeleton (.skl) file (if not specified, will use the same name as the SKN file)
Example:
lol2gltf gltf2skn -g Aatrox.glb -m Aatrox.skn
Converts League's map geometry files into a glTF asset.
lol2gltf mapgeo2gltf -m <mapgeo_path> -b <matbin_path> -g <gltf_path> [-d <gamedata_path>] [-x <flip_x>] [-l <layer_policy>] [-q <texture_quality>]
Required Parameters:
-m, --mgeo
: Path to the Map Geometry (.mapgeo) file-b, --matbin
: Path to the Materials Bin (.materials.bin) file-g, --gltf
: Path for the output glTF file (use .glb extension for binary format)
Optional Parameters:
-d, --gamedata
: Path to the Game Data directory (required for bundling textures)- In order to correctly bundle all textures into the glTF file, you should make sure to export all relevant
.wad.client
files into this folder (MapXX.wad.client, some maps require the DATA wads as well).
- In order to correctly bundle all textures into the glTF file, you should make sure to export all relevant
-x, --flipX
: Whether to flip the map node's X axis (default: true)-l, --layerGroupingPolicy
: Layer grouping policy for meshes (Default, Ignore)-q, --textureQuality
: Quality of textures to bundle (Low = 4x, Medium = 2x)
Converts a glTF asset into League's static mesh formats (SCB/SCO).
lol2gltf gltf2static -i <gltf_path> -o <output_path>
Required Parameters:
-i, --input
: Path to the input glTF file-o, --output
: Path to the output SCB/SCO file (extension determines format)
Example:
lol2gltf gltf2static -i prop_rock.glb -o prop_rock.scb
- Video Tutorial (Outdated): Comprehensive guide to using lol2gltf
This project is licensed under the terms found in the LICENSE file.
- glTF to ANM conversion
- Improved texture handling
- Support for more League file formats