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Blender Scripts for Civ V and Civ VI 16.1

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

  1. 16.1 Update

    Deliverator
    16.1 Update

    * Optimized load time for .na2 Animation import script in Blender 2.7*.
  2. 16.0 Update

    Deliverator
    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.
  3. 15.2 Update

    Deliverator
    * BR2 Export: Use original normals, binormals and tangents for meshes imported from .cn6 format.
    coffee junkie likes this.
  4. 15.1 Update

    Deliverator
    * Ignore mesh modifiers that point to missing parent armatures in BR2 and CN6 export (Blender 2.7 and 2.8).
  5. 15.0 Update

    Deliverator
    * First version of .cn6 import/export scripts for Blender version 2.8, thanks to @sukritact.
  6. 14.6 Update

    Deliverator
    * Don't create VERTEX_KEYS with original Normals, Tangents and Binormals if they are all identical e.g. Nexus Buddy 2 exported .cn6.
  7. 14.5 Update

    Deliverator
    * 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.
  8. 14.4 Update

    Deliverator
    * 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. :)
  9. 14.3 Update

    Deliverator
    * Blender 2.7 CN6 Import: Bone names containing spaces can now be imported.
    * Blender 2.7 CN6 Export: Incorporate Sukritact's fix for vertex bone weights not totalling 255.
  10. Update 14.2

    Deliverator
    * CN6 Export: Now exports one vertex for each vertex/UV coordinate combination in a similar way to the BR2 export script.
    FurionHuang likes this.