Attempting to Mod Leaders with Blender

Malefic007

Chieftain
Joined
Dec 31, 2019
Messages
3
Hi,

I am attempting to take my first stab at modding the 3D models of the leaders already in-game in order to get my feet wet so to speak and I am running into issues when I import/export the models in blender.

If I export the fgx file to a cn6 file in CivNexus6 1.3.3 and convert it back into a fgx file and do an animation in the asset previewer everything works fine. If I take that cn6 file and import it then export it in blender and then convert it to a fgx the standard animations turn the model into a mass of goo in the asset previewer. I did not make any edits to the model, meshes, textures etc just import and export it. (Reason, why I did this, was to try to diagnose if I was causing issues when I was trying to edit the models & textures.) The picture below is Theodore after I try to do an animation in the preview. He looks fine if I don't do an animation. Any help would be appreciated as I am at a total loss. I've tried joining meshes and such and it sort of works but I feel that should not be necessary.

Thanks!
Theo.jpg
 
The first thing I would suggest is to test the animations with your new Teddy fgx in the Civ 6 Viewer. You can just open the fgx then drag and drop the animation fgx onto the Civ 6 Viewer and it will play. This will tell you if import / export to Blender has altered the skeleton or rigging in some way or whether it is something around the Asset files that needs updating. Did you use the .geo file and copy the GeometrySet.xml exported from CivNexus6 into your new .ast file? This is necessary since import / export from Blender can create some additional neutral bones - original animations should still work fine but you need the updated .geo and .ast file to match your .fgx.

Also are you using Blender 2.8 or Blender 2.79? I still use the latter so I know that everything works in that version. Sukritact uses 2.8 and has updated the scripts so I assume they work OK if you configure the rest of the assets correctly.
 
Yes the animations look perfect in the Civ 6 viewer which is what always drove me crazy! :D But I did not mess with the .geo and .ast files, so that is probably what I am missing. I am using Blender 2.8. Thanks for the info!
 
Updating the .geo and .ast did the trick! I had to do some additional surgery to the .geo file as some meshes were still missing but I managed to get the files working just like the originals even with the animations. Thanks again! I knew I missed something simple!
 
Updating the .geo and .ast did the trick! I had to do some additional surgery to the .geo file as some meshes were still missing but I managed to get the files working just like the originals even with the animations. Thanks again! I knew I missed something simple!

Good stuff! Interested to see what you come up with.
 
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