* Handle multiple Tri-Groups/Materials per mesh in Create GeometrySet xml.
When you export animation, make sure you disable (or set to 0) the simplify option. This is why you have jiggling movements and distortions.Is there a bone limit on the CN6 to FGX conversion? I'm getting an issue where the vertex weights (and I can confirm it's definitely the vertex weights, they're weird when I re-import into blender from this stage) get messed up at that that stage of conversion for some reason, and the only thing that seems to stand out about this rig seems to be the amount of bones (282 total):
Here's the model posed in blender:
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and the exported fgx with the same animation applied (please ignore the triangulation, I forgot to triangulate before exporting, but the weird distortion happens basically the same way).
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I've re-weighted the model a couple of times, but some error of the sort seems to keep happening, though the particular bone weights which it messes up seems to keep changing. Whatever the problem is seems to be happening at the CN6 to FGX stage interestingly. Reimporting a CN6 I exported from blender works fine.
Yep, already did that.Also make sure you are using the latest scripts because there was a bug with vertex weights: https://forums.civfanatics.com/reso...s-buddy-2-civnexus6.25925/update?update=24960
* New Texture Import feature: Can import textures to Civ 6 dds/tex format from dds, tga, png or jpg formats. The resultant .dds and .tex files will be created in a subfolder called Textures. There is a batch feature for converting all the textures in a folder.
Be aware that not all Texture Classes work correctly with Civ 6. If you have any problems with a given Texture Class then use the Firaxis Asset Editor to import them as previously. Most common full colour Texture Classes including...
* Process All Textures in Directory now handles PNG, TGA and JPG as well as DDS. These means you can bulk convert textures from .png into .dds/.tex for use in Civ VI.![]()
Interesting function.
a few questions:
1: is there a way to find and import into blender whatever determines different colours for units depending on civ (as in, for example, Aztec infantry having different colour uniforms to Japanese Infantry)
the textures for bodies/heads seems to get very misaligned. is there any way to fix this?
3: what is the process for exporting animations into NA2
Oh, okay, my problem has been resolved.@Deliverator
My English is not very good, so please forgive me if I say something wrong.I downloaded a model from Internet,and i made an IDLE animation for it.It can work in the AssetEditor and Civ6,but the model is too small and the rotation is incorrect.Then i use CivNexus6 to adjust it.It is useful,and animation can work well in the AssetEditor,but the animation can not work in the game.Whenever the animation is triggered,the game will get stuck, the screen turns black and give me an error.I do not know how can i do,could you help me?
This is error info