CivNexus6

CivNexus6 1.3.3

OK, try editing the file CivNexus6.exe.config in the same directory as CivNexus6.exe to enable loadFromRemoteSources like this:
Code:
<?xml version="1.0"?>
<configuration>
    <startup useLegacyV2RuntimeActivationPolicy="true">
        <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/>
    </startup>
    <runtime>
        <loadFromRemoteSources enabled="true"/>
    </runtime>
</configuration>

I tried this and now it works - thanks Deliverator!!!!
 
* Convert all .gr2 Files in Directory to .fgx/.anm can be used to batch convert Civ 5 .gr2 animations files to the .fgx/.anm pairs needed for Civ 6.

Not sure if it was implied or was mentioned elsewhere, but I found you need to use NexusBuddy 2 to re-save all animations in the directory before this step would work.

This animation conversion is cool it saves so much time. Cheers.

EDIT: Had a go of importing the longswordsman but it does not seem to know what to do with the sword. May have to remove sword from model and create an attachment point and use a Civ6 sword.
Attachments.png
 
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* Convert all .gr2 Files in Directory to .fgx/.anm can be used to batch convert Civ 5 .gr2 animations files to the .fgx/.anm pairs needed for Civ 6.

Not sure if it was implied or was mentioned elsewhere, but I found you need to use NexusBuddy 2 to re-save all animations in the directory before this step would work.

Yes, that is true. You basically need to resave the vanilla Civ 5 .gr2 files before you can do anything with them. I should write up a brief tutorial on the process.

EDIT: Had a go of importing the longswordsman but it does not seem to know what to do with the sword. May have to remove sword from model and create an attachment point and use a Civ6 sword.

I think it should be possible to set up new attachment points in your .ast/.bhv file e.g.:

Code:
            <m_attachmentPoints>
                <m_Points>
                    <Element>
                        <m_CookParams>
                            <m_Values/>
                        </m_CookParams>
                        <m_position>
                            <x>0.000000</x>
                            <y>0.000000</y>
                            <z>0.000000</z>
                        </m_position>
                        <m_orientation>
                            <x>0.000000</x>
                            <y>0.000000</y>
                            <z>0.000000</z>
                        </m_orientation>
                        <m_Name text="WeaponPrimary"/>
                        <m_BoneName text="Inven_L_Hand"/>
                        <m_ModelInstanceName text=""/>
                        <m_scale>1.000000</m_scale>
                    </Element>
....

What is nice about the attachment points is you can tweak the position, rotation and scale which I have been using a little bit to get things looking right.
 
Not sure if it was implied or was mentioned elsewhere, but I found you need to use NexusBuddy 2 to re-save all animations in the directory before this step would work.

I've written up a brief tutorial on the conversion process here.
 
Using the new 1.0.1 version of CivNexus6 it should be possible to make edits of the vanilla animations.

This process only works with the older version of Blender - version 2.49.

Civ 6 FGX Animation -> Blender 2.49

1. Open you model in CivNexus6. This can a unit or a leader or anything else that has separate .fbx animation files. For example, open Hoplite_ArmorA.fgx.

2. Press Export Animation to NA2 and select the animation you want to export. For example, Hoplite_PokeAttack.fgx.

3. All being well a file should be created in the same directory as the animation called Hoplite_PokeAttack__0.000-1.333.na2.

4. Also export the model to NB2 format by pressing Export to NB2 (There is only one model for a unit so it doesn't matter which of the two buttons you use All Models/Current Model).

5. In Blender first import the NB2 model, for example Hoplite_ArmorA.nb2.

6. Now import the NA2 model using the script, for example Hoplite_PokeAttack__0.000-1.333.na2.

7. Now switch to an animation view that has the Timeline window open, and right click the skeleton of the model. You should see all the animation keyframes have been imported and you can play the animation.

You are now able to edit the animation before exporting it to FBX.

Blender 2.49 -> Civ 6 FGX Animation


1. Export your model to .fbx using the relevant script making sure "Enable Animation" is switched on.

2. In CivNexus6 enter the name of the mesh into the Node box on the Additional Actions tab e.g. "Hoplite_ArmorAShape#M".

3. Now open your .fbx file and the FBX exporter should run and the file saved as a .fgx file. Note: ignore what you see in the FGXViewer at this point - the skeleton data will be screwed up/missing bones - we only need the animation data and that is intact.

4. Use "Save Anim" to save only the animation data to a new .fgx file.

Now we have an edited animation that should work fine with the original model (or any unit based on the original model).
 
1) Does CivNexus6 work for you? (Yes/No)
No
2) Which version of Windows are you running?
Windows 10
3) Do you have a 64-bit processor?
Yes.

Thanks in advance for all your work and help Deliverator!

I have the latest version of the Civnexus6 but I still haven't been able to launch it. I downloaded the CivNexus6 1.0.1 ZIP; unziped and try to launch the civnexus6.exe. Nothing... the fgxviewer.exe works fine.
 
@Proclo: Have you done this bit?

To use it you will need to have the Windows registry key

HKEY_CURRENT_USER\Software\Firaxis\Tools

ToolAssetPath value set to any directory that contains two directories one named "Assets" and one "Resource".
 
Thanks Deliverator. However, I've opened the regestry editor an the only folders I've found there are Civilization6_ModBuddy and Projects. In this last one there is a file/registry?!? named CurrentProjectName type: REG_SZ and data: CivNexus6.

As you all can see I have no clue of what I'm doing here. Any tutorial for dummies to make this run will be much appriciated!!!
 
That registry key is created only if you've used the Civ 5 SDK. No need to install it, though, you can just create the key yourself manually ("right-click, New > Key" for "Tools", and "right-click, New > REG_SZ" for "ToolAssetPath", then double click ToolAssetPath to give it the path entry.)
 
Under Windows 10 Windows Defender stops me running it. Anyone know why please?

I've run other downloaded .exe files without specifically installing them before without any problems.

You could try running it as Administrator or making an exception in Windows Defender perhaps?
 
Hey @Deliverator , when trying to export Montezuma (the rigged one, LEAD_AZTE_Montezuma.fgx) to NB2, CivNexus 6 gives an unhandled exception:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at NexusBuddy.GrannyWrappers.GrannyMeshWrapper.getMeshInfo() in E:\mod\CivNexus6\NexusBuddy\GrannyWrappers\GrannyMeshWrapper.cs:line 286
at NexusBuddy.FileOps.NB2Exporter.exportNB2Model(IGrannyFile grannyFile, Int32 modelId) in E:\mod\CivNexus6\NexusBuddy\FileOps\NB2Exporter.cs:line 209
at NexusBuddy.FileOps.NB2Exporter.exportNB2(IGrannyFile grannyFile, Int32 currentModelIndex) in E:\mod\CivNexus6\NexusBuddy\FileOps\NB2Exporter.cs:line 154
at NexusBuddy.CivNexusSixApplicationForm.ExportNB2CurrentModelButtonClick(Object sender, EventArgs e) in E:\mod\CivNexus6\NexusBuddy\CivNexusSixApplicationForm.cs:line 1038
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Any chance you could see whats going on there?

Thanks in advance!
 
@vectorplexus Thanks for reporting this. This is a bug that will be fixed in the next release of CivNexus6. :)

Monty imported to Blender:

monty.jpg
 
Yay! I was starting to think it was not possible at all, because I cant seem to be able to preview it on the Asset Viewer either! Kudos! <3

Oh and btw... do you think you will ever be able to offer us a way to import those curve WIG files? I'm slightly familiar with how curves work, from a end-user PoV, and would love to be able to use Fibermesh/Blender Hair Particle System to "craft" hair parts. I have baked some Fibermesh already to use, and even though its surprisingly easily handled by the game, I'm sure curves would be optimal
 
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Oh and btw... do you think you will ever be able to offer us a way to import those curve WIG files? I'm slightly familiar with how curves work, from a end-user PoV, and would love to be able to use Fibermesh/Blender Hair Particle System to "craft" hair parts. I have baked some Fibermesh already to use, and even though its surprisingly easily handled by the game, I'm sure curves would be optimal

I have no idea really about how the hair works - it sounds like you have a lot more expertise that I do in this area! I think it's quite unlikely I'll be able to extract any data from the .wig files, unless there are are classes/functions for doing it in the Firaxis C-sharp libraries, even the it is probably unfeasibly complicated to the data into and out of Blender then back into .wig.
 
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