Ekmek
on steam: ekmek_e
Mostly rigging. You might have things like arm rigged to the head. Other things maybe the normals (triangles) being flipped.
Br2. Why are you asking? If I remove the bones it won't export.bones? are you trying to fbx this or br2 it?
You probably didn't see my post before the edit, but to make it very clear, I'm doing the .BR2 thing, not the FBX.EDIT: I think you are trying to FBX a two skeleton nif. Thats why its distorting. FBX can't handle it and one of the reasons deliverator had to create the br2.
Br2. Why are you asking? If I remove the bones it won't export.
This unit is based on the Hunnic Horse Archer. Everything in there is supposed to be from it, unless the nif export added things for civilization 4 since I selected that game in the export options.I see now. I was surprised to see scene root being used since that's civ4. but I guess they did it for civ5? Or maybe explain what unit base you are using. Have you looked at any civ5 units by themselves. Maybe import and see how they structure just to get an idea how its supposed to look.
I'll try that. I did try to scale down just the mesh already though.I do see that the skeleton is tiny - civ4 size and the mesh doesn't line up with it. Thats why its distorted the bones have to be inside the mesh. like a skeleton. So the skeleton needs to be enlarged. Which is hard because the mesh will grow with it, but then you go to edit mode and shrink the meshes.
Because I use 3dsmax and I needed a format that could reliably export to blender, as deliverator suggested.Let me get this straight. this is an import of the civ5 hunnic archer. Why are you exporting it as a nif?
Because I use 3dsmax and I needed a format that could reliably export to blender, as deliverator suggested.
EDIT: Scaling bones does nothing.
No. Only in blender after the export from 3dsmax.oh. Hate to break it to you but you are forging new ground.
Was the mesh larger than the skeleton when you imported it?
Sorry for the double post but I think I've stumbled on something interesting, if not the very root of my problem.
I have decided to try importing the hunnic archer into blender and exporting it right away. I did not choose the rotate 90 degrees option in this case. What happened is not only the horse archer was front side up in granny viewer, but its animation distortion was very similar to mine.
I then tried to use the 90 degrees rotation option. Model exports and works perfectly. Animation runs as smoothly as the one straight from the game.
Now here is the interesting part. I tried this time to import the model, and then manually rotate the mesh 90 degrees. What resulted in this is that not only it still was front-side up, but the animation still looked screwed up. Rotating the bones doesn't work either. It's like something else is controlling the rotation.
So this begs the question, When you select "rotate 90 degrees" on the nb2 import, what exactly does it do?
*Double facepalm* How was I supposed to know I had to do that?? See this is why I use 3dsmax. No BS like this with that.It rotates the mesh so it lines up with the skeleton. When you manually rotated the mesh did you do a CTRL-A to apply the rotation then save.
Thank you, here is the model in game: http://forums.civfanatics.com/showthread.php?p=13193126#post13193126Congratulations! (Now get to work! )
Ok, so what needs to be VFS'ed and what can be left as false?As for your VFS question many posts ago:Spoiler :Virtual File System. The reason some tutorials (e.g., Kael's guide) don't mention it is because at one time all files were imported into the virtual file system. At a certain point, Firaxis changed ModBuddy to default VFS to false. The change cuts down on files from different mods conflicting with one another, but introduces some confusion and another source of "oops-I-can't-believe-I-forgot-to-check-that-again."
That happened to me, it's usually a texture thing (try double-checking if texture is assigned accordingly to each mesh and if your mod has the texture in it with vfs on), also check in nexus buddy if the meshes are still listed in there, it happened to me once that my .gr2 file had no meshes.hi to all ! im new here and i have problems to import a model into the game.
i know how to edit xml to add new units and the xml stuff.
i also know how to tell the game via xml,that it have to use a new custom model gr2 file for the unit. ( from Danrell's Unit Packs )
Danrell also uploaded blend.files of his models to open in Blender.
thats what i tried.i opened the blend file from his Ancient_Units_Japan -Pack ,
changed absolutely nothing,and exported it as a br2.file .
then i opened this br2 file in Nexus Buddy 2 , made a new material , added the correct texture to the material,and saved it as the new Longswordsman_Japan.gr2 .
then i added the file and the textures and the .fsmxml into my Mod-Project , set it to " Import in VFS " : True
and ModBuddy created my mod for me.it should replace the Warrior-Model now.
but now my Warrior have no models.its like an invisible stealth unit...........
but in Granny Viewer the model is there.......
i tried several things,and cannot understand this........thats really frustrating
i hope someone can help me ?
That happened to me, it's usually a texture thing (try double-checking if texture is assigned accordingly to each mesh and if your mod has the texture in it with vfs on), also check in nexus buddy if the meshes are still listed in there, it happened to me once that my .gr2 file had no meshes.