Importing Graphics from Civ4

And unfortunately the fpk unpackers used for civ4 will not work for civ5
 
What does this mean for animations? I can imagine exporting the meshes and skeletons from Blender to some new format, but wouldn't animations have to be converted individually from the KF files?

you import the kf with the nif and the fbx will generate the animation file/ you may have to do it a few times but you will be able to get the animations in.


you wil be able to extract the files with nexus but the dds have a header that (AFAIK) prevents it from being opened in blender. you wont be able to import the civ5 leaderheads into blender (AFAIK)
 
you import the kf with the nif and the fbx will generate the animation file/ you may have to do it a few times but you will be able to get the animations in.

Sounds like it could be tedious, but I guess if it just involves importing and exporting from Blender then even people with zero Blender modelling/rigging/animation skills could potentially do it.
 
fbx if I remember well was the format of that Motionbuilder software, and had import/export plugins for evey major 3d software. I remember using it on XSi Mod Tool and it had the best support I saw for animation and kinematics, it could keep every bit of information flawlessly!

I guess Firaxis chose it because its already mature stage of development and portability. I hope this gr2 format (I don't know nothing about it, can anyone point me at some link(s)?) and civ5 engine can handle skinning nicely, some engines have the worst ways to make that animation you did in-software all buggy in-game :(
 
Back
Top Bottom