Deliverator
Graphical Hackificator
Yeah, sometimes you have to repeat the FBX -> GR2 several times before you get a clean mesh.
It's a bit weird that this should be necessary, but it's a bug in Nexus' granny support and not something we can fix.
Its in the granny? I thought it was the FBX script![]()
Actually, a tutorial on how to use blender or 3ds max to specifically model civ 5 units would be incredibly useful to us total noobs that have never used 3d software before and have no other plans for it but building civ 5 units. I wanna make my own units, but I have no idea where to even start and I can just tell it would take for ever to familiarize myself with the program and how everything works using other tutorials before I can even begin to work on any units. I've tried taking some pre-made models and turning them into units, but even that's too complicated for me right now.
Is it possible in Blender to import two or more animations at the same time?
If there was a tutorial specifically to get from 3d max to Civ V useability without using cross 3d softwae that'd be amazing. Cus models I've been using within 3d max, everything deforms correctly and the rigging is way easier than blender. When I export the file there, the bones completely tear the mesh in certain areas where in 3dmax is far more precise of where I put different faces and vertices so it would distort at the joints instead of taking my whole mesh appart. I've had success in physique mode but that doesn't translate well into an fbx export and with skin modifier is just distors parts of the mesh I don't want distorted.
7. Add the animation files to your mod and manually edit the fxsxml file to point to them. See my housecarl unit if you want to see how I set the fxsxml.