Nexus Buddy 2.2.4

Nexus Buddy 2.2.4 2016-10-05

Nexus Buddy 2.2.4

Latest Changelog: 2.2.4 - 7th March 2016

A set of new Additional Actions to support working with animation and effects. :)

* Reorder FTSXML Triggers - this will load any .ftsxml file and reorder the triggers rows by event code and also add in comment rows with a string description of the event code. The resulting file will be saved in the same directory with an underscore appended to the filename i.e. bob.ftsxml -> bob_.ftsxml.

Sample block:
Spoiler :
<triggers>
<!-- 1100 AttackA -->
<trigger type="FTimedTriggerSound" id="100" time="0" duration="1" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BATTLE_AMB_VOX_T1" bone="" tier="1" />
<trigger type="FTimedTriggerSound" id="100" time="0" duration="1" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BATTLE_AMB_VOX_T2" bone="" tier="2" />
<trigger type="FTimedTriggerSound" id="27" time="0.298148245" duration="0" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_ATTACK_VOX_H" bone="" tier="-1" />
<trigger type="FTimedTriggerSound" id="28" time="0.00370370364" duration="1" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BAT_AMB_T2_$(WEAPON)" bone="" tier="2" />
<trigger type="FTimedTriggerSound" id="29" time="0.266667068" duration="0" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_SWORD_SWING" bone="" tier="-1" />
<trigger type="FTimedTriggerSound" id="31" time="0" duration="1" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BATTLE_AMB_VOX_T2" bone="" tier="2" />
<trigger type="FTimedTriggerSound" id="36" time="0" duration="1" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BAT_AMB_T1_$(WEAPON)" bone="" tier="1" />
<trigger type="FTimedTriggerSound" id="77" time="0.2558064" duration="0" repeat="0" ec="1100" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_ARMOUR_MOVE" bone="" tier="-1" />
<trigger type="FTimedTriggerEffect" id="10" time="0.237037" duration="0.233333" repeat="0" ec="1100" track="2" event="ART_DEF_VEFFECT_UNIT_SWORD_TRAIL_01" bone="Sword" />
<trigger type="FTimedTriggerAction" id="103" time="0.303704" duration="0" repeat="0" ec="1100" track="4" action="1" />

<!-- 1120 Charge_Run -->
<trigger type="FTimedTriggerSound" id="47" time="0" duration="0" repeat="0" ec="1120" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_RUN_CHRG_VOX_T2" bone="" tier="2" />
<trigger type="FTimedTriggerSound" id="47" time="0" duration="0" repeat="0" ec="1120" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_RUN_CHRG_VOX_T1" bone="" tier="1" />
<trigger type="FTimedTriggerSound" id="63" time="0.02963" duration="0" repeat="0" ec="1120" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_HORSE_RUN_$(TERRAIN)" bone="" tier="-1" />
<trigger type="FTimedTriggerSound" id="73" time="0.096296" duration="0" repeat="0" ec="1120" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_ARMOUR_MOVE" bone="" tier="-1" />
<trigger type="FTimedTriggerEffect" id="6" time="0" duration="0.533333" repeat="0" ec="1120" track="2" event="ART_DEF_VEFFECT_DUST_TRAIL_MD" bone="Horse" />

<!-- 1140 Charge_Attack -->
<trigger type="FTimedTriggerSound" id="26" time="0.511111" duration="0" repeat="0" ec="1140" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_HORSE_RUN_$(TERRAIN)" bone="" tier="-1" />
<trigger type="FTimedTriggerSound" id="33" time="0" duration="1" repeat="0" ec="1140" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BATTLE_AMB_VOX_T1" bone="" tier="1" />
<trigger type="FTimedTriggerSound" id="34" time="0" duration="1" repeat="0" ec="1140" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BATTLE_AMB_VOX_T2" bone="" tier="2" />
<trigger type="FTimedTriggerSound" id="37" time="0" duration="1" repeat="0" ec="1140" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BAT_AMB_T1_$(WEAPON)" bone="" tier="1" />
<trigger type="FTimedTriggerSound" id="38" time="0" duration="1" repeat="0" ec="1140" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_BAT_AMB_T2_$(WEAPON)" bone="" tier="2" />
<trigger type="FTimedTriggerSound" id="58" time="0.029629" duration="0" repeat="0" ec="1140" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_HORSE_RUN_$(TERRAIN)" bone="" tier="-1" />
<trigger type="FTimedTriggerSound" id="81" time="0.315129" duration="0" repeat="0" ec="1140" track="1" event="AS3D_UNIT_U_POLISH_WINGED_HUSSAR_ATTACK_VOX_H" bone="" tier="-1" />
....


This is to make it easier to see and edit the sounds and visual effects that are triggered with each animation.

* Convert all FBX Files in Directory to GR2 Animations - this is useful when you have exported a collection of FBXs from Blender with animation data and you simply want to batch convert them to GR2 format.

* Remove Animations and Save - useful if you have imported from FBX with Animation data but you want to make a clean Model and Mesh .gr2 file. This will remove all animation data leaving everything else intact.

* Insert Rescale Bone and Save - this will add a new bone to the top of the Skeleton bone hierarchy called NB2_RESCALE_BONE that will rescale the entire model. The scale must be specified in the Rescale Factor text box. The purpose of this is to provide a way of rescaling models without affecting the scale of the effects. See here for more.

* Add Scaled FX Bone and Save - This is an experimental feature! This will add a new child bone to the bone specified in the Parent Bone dropdown list. This new bone will have the scale specified in the Rescale Factor text box. The new bone will have the name of the parent bone with the suffix "_FX". The idea with this was to see how effects alter when they are attached to a rescaled bone. So far I think that using the Art Defines <Scale> to get the right scale for effects then using the Insert Rescale Bone options is going to be more useful.
  • nb2_224_L7U.png
    nb2_224_L7U.png
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