I don't even see the utility that used to be in the game folder for creating beams/nodes. Maybe they are reworking it for a later update. Edit. found it
You seem to have no idea about how modding works, better start from simple mods like skins or bumpers before making something as complex as a whole human
I can already tell this is not enough nodes, needs more in the "hinge parts" so it can move (unless you want it to not move), and looks like it's not even symmetrical. I advise against using the NodeBeam editor, it was removed for a reason, it's so broken. And give your nodes some more self-explanatory names because it will be a huge pain to work on nodes named like this.
I made a simple box last night, followed the video. Will start something simple. Yeah, I read Crashhards Jbeam file pretty much, saw where the different things affect movement. Realize the editor is broke, but a lot easier than manually plotting nodes on Note++ and comparing to location to those vertices in Blender. It is something I am not putting much into to be honest. I get a little frustrated and quit a few days. Something comes to mind and I test a few things. The box loaded last night, but no box to be seen.. The nodes are the exact locations for the Blender starting box. Connected all the beams and triangles right, problem is somewhere with another Json missing for the textures or maybe this can not go in the mod\unpacked folder is my best two thoughts to why.
Your nodes need to have a group, or else the game won't know what part it is from. The group should be the same as the 3D model has. Also, it's generally not a good idea to put all nodes exactly in the same places as the verticles are. The deformation works visually by bending the mesh in places where the edges are, and if the edge is between 2 nodes which are the physical bending spots, the bent spot will look very sharp. This is probably good for things like wood or paper, but metal doesn't behave like this, instead you can put a node between 2 verticles and the deformation will look smoother. The closer it is to a verticle the sharper it will look from what I can tell. Another thing to keep in mind is that there are WAY more verticles than there should be nodes, you should do it if it was a low-poly model. Generally, instead of comparing the location of nodes to Blender verticles, it's better to just place them by eye, where you see they would fit, and if something feels wrong then moving them around trying to get a better result. Also, an advice, the CrashHard dummy Jbeam is way too complex to use it as a reference, it makes use of some features most people have no idea exist to simulate independent bending of the metal and plastic parts of the dummy on extreme impacts. You could use the Stig mod instead, it's way more simple.
Appreciate a lot !, Looking a Crashhard's jbeam it looked pretty complex. I did manage to completely replace it with a human though, and added a little gore to it. It goes without saying modifying it is not difficult. Thanks again.