Extract GR2 to Blender with mesh AND skeleton and re-export to GR2

Ekmek, I'm working in Maya, not in Blender. So it's not a problem of the exporter, and I can't export as BR2 from Maya.

EDIT: I see what you were saying. The FBX export from Blender that I'm doing is just to get the model into Maya. I'm using the normal Blender script to do this. I can't import BR2 in Maya anyway.
I'm just wondering if there's a reason for that Null to be there and to be scaled by 100, and how you guys are dealing with creating a whole new rig for a unit.
 
That was my original plan actually, to work in Maya, reimport it in Blender and export as a BR2, but I thought managing to get an FBX straight out of Maya would be the easiest, and I couldn't find an FBX importer for Blender.
 
Alright, I managed to do what I want, it's working fine now, I've got my model rigged showing perfectly in Granny.

Another question now...
How do i create new animations from Nexus Buddy? I've got my file with the model rigged, and I've got my 2 files with my 2 animations. Can I get some more precisions on this please?

Many thanks guys
 
Maybe Deliverator could help me on this? I know it used to be doable in Nexus, but Nexus Buddy is more up to date and I would quite like to know how to do it. Basically creating a completely new unit, with new skeleton and animations.
 
I know it used to be doable in Nexus, but Nexus Buddy is more up to date and I would quite like to know how to do it.
Most of the changes to Nexus Buddy 2 are specifically to make re-using Civ 5 animations easier; which doesn't really apply to you.

Basically creating a completely new unit, with new skeleton and animations.
The animation section of the Getting Civ 4 Units into Civ 5 tutorial should still be pertinent to the extent you can apply it to your process with Maya.
 
Thanks Nutty.

So I've got everything working, my unit shows up fine in Nexus Buddy 2, in Nexus viewer, but its invisible in Civ V. I have really no idea why and it's really bothering me, because I really don't know what I'm doing wrong....

The animation works fine in Granny Viewer, but when I try to open it with Nexus viewer, it seems like it cannot read the fx_animation_trigger file, but it's doing this with any custom unit I open. It says the path of the file is wrong.
Anyone has an idea of what's happening here? Thanks guys

Spoiler :
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Thanks Nutty.

So I've got everything working, my unit shows up fine in Nexus Buddy 2, in Nexus viewer, but its invisible in Civ V. I have really no idea why and it's really bothering me, because I really don't know what I'm doing wrong....

The animation works fine in Granny Viewer, but when I try to open it with Nexus viewer, it seems like it cannot read the fx_animation_trigger file, but it's doing this with any custom unit I open. It says the path of the file is wrong.
Anyone has an idea of what's happening here? Thanks guys

Have you imported the .gr2, .dds, .fxsxml & .ftsxml files into vfs and checked the reload unit system box? Also are your file names etc. unique?
 
Yes Wolfdog, I did all of this, double checked and everything is checked and set up correctly.

Although, I have trouble with the fx_triggers file, when I open my fxsxml in Nexus viewer, it says the fx_triggers path is wrong, and when I browse for it, it opens fine, with all the events but it doesn't seem to link to the animation and nothing happens (compares to when I copy the fx_triggers_caravan_late, it only shows me the event 1400 and the animation is screwed up).
Do I need to edit this file? And if I do, how does it work? I don't really see anything I could update or change in the file.
 
Ok so I've remade the mod from scratch, re-exported everything and tried with just the Idle animation, and I can see my unit in the game now, except that its exploded. But it's animated. I can see the wheels in the sky and the shadow on the ground haha. So that's a small step forward!

Can someone explain to me what's the use for the Bone_Usage lines in the fxsxmsl please? And if I need to tweak the fx_triggers file at some point?

Cheers!

Spoiler :
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PS: I've attached the new mod if anyone fancy having a look at it!
 
Ok so I've remade the mod from scratch, re-exported everything and tried with just the Idle animation, and I can see my unit in the game now, except that its exploded. But it's animated. I can see the wheels in the sky and the shadow on the ground haha. So that's a small step forward!

Can someone explain to me what's the use for the Bone_Usage lines in the fxsxmsl please? And if I need to tweak the fx_triggers file at some point?

Cheers!

Spoiler :
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PS: I've attached the new mod if anyone fancy having a look at it!

The Bone_Usage as far as I am aware are the reference points for your fx ftiggers like where a arrow will fire from or exhaust smoke will come from. I think your root bone needs to be in there as well. basically if its mentioned in the fx_trigger file you will need to add that bone to Bone_Usage.

Looking at your main .gr2 file I see you are using .fbx conversion. This method is unreliable so that is probably where your problems are coming from. I would try and use .br2 and overwrite the late caravan mesh to begin with.
 
So, I'm finally diving into unit "art" (I am horrifically bad at using Blender). I'm attempting to make an edit of the Wolf model from Civ 4 which was converted to Civ 5. I'm actually just trying to edit that file directly rather than look for its Civ 4 files; hopefully that's not what's causing the problem.

I've got things ready for the most part, but whenever I try to export it to .br2 I get the following Python error:

Code:
File "C:\Users\Vice\Documents\blender-2.49b-win64-python26\.blender\scripts\export_br2.py", line 126, in saveBR2
     if not parentArm0b.name in modelMeshes:
AttributeError: 'NoneType' object has no attribute 'name'

I can post my working files if needed (warning: it looks laughably bad, but if I can get it to work I will be super happy anyway).
 
So, I'm finally diving into unit "art" (I am horrifically bad at using Blender). I'm attempting to make an edit of the Wolf model from Civ 4 which was converted to Civ 5. I'm actually just trying to edit that file directly rather than look for its Civ 4 files; hopefully that's not what's causing the problem.

I've got things ready for the most part, but whenever I try to export it to .br2 I get the following Python error:

Code:
File "C:\Users\Vice\Documents\blender-2.49b-win64-python26\.blender\scripts\export_br2.py", line 126, in saveBR2
     if not parentArm0b.name in modelMeshes:
AttributeError: 'NoneType' object has no attribute 'name'

I can post my working files if needed (warning: it looks laughably bad, but if I can get it to work I will be super happy anyway).
Are you exporting from a civ 4 blend file? I think the script looks for certain things to be present that would be in a civ 5 template. I would copy and paste it into a civ 5 template and then export.
 
Are you exporting from a civ 4 blend file? I think the script looks for certain things to be present that would be in a civ 5 template. I would copy and paste it into a civ 5 template and then export.

I exported the .gr2 from the zip file in the thread I linked to into .nb2, then imported that into Blender.

Which Civ5 template would I use? The wolf unit doesn't have existing animations in the base game, as far as I know.
 
Anyone managed to get a working Cannon template? When I convert to NB2 all the Cannon bones are gone! (the crew bones are there and all the meshes too, but no Cannon bones exist)

If not... would it work if I "re-created" the bone structure somehow?
 
Ok... scrap the last question, I found the nice txt templates Ekmek made some time ago...

But I have another question. How can I change the position of one of those bones? I want to have bigger wheels, and for that I need to change the positiong of the wheel bones; of course overwriting the meshes from a br2 file changes the meshes but not the bones, and when I open the br2 file to turn it into a gr2, it doesn't work at all, it becomes invisible (in grannyviewer it works)
 
Ok... scrap the last question, I found the nice txt templates Ekmek made some time ago...

But I have another question. How can I change the position of one of those bones? I want to have bigger wheels, and for that I need to change the positiong of the wheel bones; of course overwriting the meshes from a br2 file changes the meshes but not the bones, and when I open the br2 file to turn it into a gr2, it doesn't work at all, it becomes invisible (in grannyviewer it works)

I have the same problem. I would like to add bones for FX triggers but when I do a br2 to gr2 it does not work, its either invisible or contorted.

I don't think you can move the structure bones, I think you would need to edit the animations as well if you did that, but I don't know that for sure.
 
I don't think you can move the structure bones, I think you would need to edit the animations as well if you did that, but I don't know that for sure.

Assuming its like civ4 nifs - then moving bones does nothing because animation says where it is at. BUt making bigger wheels or farther apart shouldn;t matter since the mesh 's position is relative to the bones.
 
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