Deliverator
Graphical Hackificator
That .gr2 file has zero animations so there is no animation data to export! What is it you are trying to do exactly?
So, I've been trying to make animations for a lightsaber dude, but I am running to problems. I can get the animations done (edited from longswordsman) in Blender, but I can't get them exported to .gr2 properly. If I edit the animation in Blender, export it to fbx and then convert to gr2 with Nexusbuddy, only one bone of the sword gets animated. I am probably missing something very basic, since only experience I have with Blender is from civ modding, but is there any idea what's going wrong? I am not entirely sure about the fbx export options either..
If you share your .blend save I can take a look when I get the chance.
@Jaegerguy Here's what I did to get it working.
Thank you so much, now it worksI spent a day or two trying to solve this. Also great that it's now documented here so maybe this will help someone else too.
im also getting this error when i try to import an animationHello, I am getting an error in Blender.
I tried something different and converted the gr2 formats of the game called Metin2. I didn't get any errors, but I'm having trouble transferring it to the blender. I did not understand where the problem originated. I would be glad if you help me.
The error I encountered is below:
Python: Traceback (most recent call last):
File "C:\Users\same\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_import_na2.py", line 241, in execute
import_na2(self.filepath)
File "C:\Users\same\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_import_na2.py", line 173, in import_na2
armOb = allObjects[0]
IndexError: bpy_prop_collection[index]: index 0 out of range, size 0
location: <unknown location>:-1
im also getting this error when i try to import an animation
ah right, im using civ nexus 6, so that might explain itSorry but Nexus Buddy 2 only supports GR2 files from Civilization V and Civ BE. It won't work with GR2 files from other games.
ah right, im using civ nexus 6, so that might explain it
Hi! I'd like to ask if there is a way to change one (or two or three) animations for a new model, while keeping the other old vanilla .gr2 's functional. I haven't found other ways to do this than to convert the vanilla anims to .na2, import to Blender and follow the instructions you provided earlier in this thread. It works, but it's manual, very repetitive work if I want to change one animation (I guess one could write a script to automatize that though). If I make the custom animation, follow the steps and at the end, use the remove animations and save function of NB2, the resulting .gr2 becomes very wildly distorted when trying to preview the vanilla animations (it does work for the edited animations though).
It sounds like the rotation of skeleton of your new model is different to the vanilla model. Are you following the steps from here to create the model GR2 by doing Overwrite Meshes from BR2 file?
https://forums.civfanatics.com/thre...t-to-civ-v-civ-be.564873/page-2#post-16022481
Another technique is to make a copy of the vanilla GR2 and then use Overwrite Meshes from BR2 and see if the edited animated work. Potentially altering the Forward and Up axes in Blender might resolve the problem too.
Yup, I'm following the instructions. I did suspect something like an axis problem, but additionally, if I try to combine a vanilla model and overwrite the meshes from br2, only parts of the new model animate at all. I'm unsure what you mean by rotation of the skeleton, is the fact that I have moved bones and changed the model's rest pose enough to cause errors? I have made changes to the angles of arms in rest pose since they differ by unit, and with some models I've moved bones a bit to offset different lengths of limbs. But anyway, I haven't rotated the models or bones completely, I've just imported vanilla meshes and animations to blender without changing their general orientation. I didn't have experience in 3d modeling before starting civ5 graphics modding, so it could be that I'm doing something wrong without understanding what it will affect.
Edit: The parts that animate seem to often have originally had the underscore in them. Is it just coincidence or are there "different" underscores in different languages or something? I am doing the replace operation with Notepad++ from "Base " to "Base_".