Blender Scripts for Civ V and Civ VI 16.3

Import/export scripts for Blender to work with Nexus Buddy 2/CivNexus6 graphics tools for Civ 5/6.

  1. 16.3 Update

    16.3 Update
    * Re-instate correct BR2 export add on script for Blender 2.7*. Somehow the wrong one got included back in the 15.2 Update in September 2019. Sorry to anyone whose tried to use it since then and has experience difficulties!
    Protok St likes this.
  2. 16.2 Update

    16.2 Update

    * .na2 format Animation import script for Blender 2.8, updated from 2.7 version by Sukritact.
    * .na2 format is now referred to as "Civilization Animation" in all scripts given that the format may be used to extract animations from both Civ V and Civ VI.
    Wolfdog likes this.
  3. 16.1 Update

    16.1 Update

    * Optimized load time for .na2 Animation import script in Blender 2.7*.
  4. 16.0 Update

    16.0 Update

    * Animation import to 2.7* versions of Blender now working via the .na2 format. Actually the fix was a simple change to NB2 and CN6 import scripts. Many thanks to Magarto for finding this!

    This means animations from Civ V, Civ VI and Beyond Earth can loaded directly into Blender 2.7* versions for the first time.

    Will need to re-install and re-enable NB2/CN6 Import Addons for this to work.
  5. 15.2 Update

    * BR2 Export: Use original normals, binormals and tangents for meshes imported from .cn6 format.
    coffee junkie likes this.
  6. 15.1 Update

    * Ignore mesh modifiers that point to missing parent armatures in BR2 and CN6 export (Blender 2.7 and 2.8).
  7. 15.0 Update

    * First version of .cn6 import/export scripts for Blender version 2.8, thanks to @sukritact.
  8. 14.6 Update

    * Don't create VERTEX_KEYS with original Normals, Tangents and Binormals if they are all identical e.g. Nexus Buddy 2 exported .cn6.
  9. 14.5 Update

    * CN6 Export: Don't use original normals if VERTEX_KEYS Vertex Group is deleted. This will now properly recalculate Binormals and Tangents when you export having deleted the VERTEX_KEYS Vertex Group.
    Skyzoh likes this.
  10. 14.4 Update

    * Fixed serious bug where .cn6 import was not dividing weights by 255 but was instead using the raw values. This meant that all vertex weights greater than zero would be equal to 1 when imported rather than properly scaled within the 0-1 range. This fix should mean that you can remove/add to animated meshes such as units and vertex weights will be properly preserved during the .fgx -> .cn6 -> Blender -> .cn6 -> .fgx round trip.

    TL;DR - Vertex Weights were being mangled - now they are OK. :)