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TrinitalMod

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Everything posted by TrinitalMod

  1. I've reached out to several people - but missed a lot of you. If you are making a module.. or working on any project and would be interested in joining a community of NWN2 developers that you can talk shop with and showcase your work to.. and see other stuff people are making. Please Get on Discord and Contact me.. in this thread or private message. We have a smaller community.. but there is tons of talent here. Thanks <3
  2. Hello ~~ I was talking to a few custom content creators more in the PW scene of NWN2. They had floated the idea of creating a Discord that focused on Content Creation for just NWN2. I know the vault currently has a discord channel for general NWN2 discussion and asking for help but generally the focus of that discord is around serving NWN1 / NWN2 / NWN:EE ect… My goal is more around creating a NWN2 focused discord with a large emphasis on Custom Content creation - asking for help, showing progress and floating ideas. (NOTE: Discord is NOT Voice Chat, 99% of all users only talk in text format, this channel will be text only) This could be anything including Texturing / 3D Modelling / VFX creation / Animating or even just script libraries / modules. Anything focused on the creation of content for our community and sharing that with everyone. I have really pushed this idea of sharing everything people make instead of hoarding them for a specific module or PW server. I would also love to see more users from this forum get on Discord. So much talent hanging around here that is missing social engagement with probably the largest part of the community! Thoughts? Suggestions? Thanks! (I’ve already been sending messages to people asking for interest in the idea - sorry if I missed you, I don’t know who is already on discord and who isn’t.)
  3. In response to post #48112800. #53427068 is also a reply to the same post. This just saved me a bunch of time.. Ty ~~
  4. Great start! I would love to see a little more detail passes on those areas but they look very accurate to IWD2 and are great so far!
  5. Does this free up any bones on the HHM / HHF skeletons? Or are we at max there without dipping into cloaktail skeleton? I'd really really like to have like an additional 2 - 4 bones .. *sigh*
  6. I think I'll implement the following: Get rid of the cmd files.Drag&drop directly to nw2fbx.exe and fbx2nw.exe.If the tool is executed from command line, print messages to console.If the tool is executed directly (double-click, drag&drop, ...), print messages to log.txt. The lag time of outputting to the console slows things down. so piping to a log by default would be great. Thanks.
  7. Damn Freshlook.. Looking great. I've sent out the latest link / update history to all the 3D Modellers I know. <3
  8. I agree, the bug is very trivial, not worth a release on it's own. Good change going forward though as many users may have trouble with it. Thanks, will keep playing with it and post back again. Edit: SUCCESS! By Exporting the Animation / Skeleton separately in two FBX files and using the trick you showed in blender.. I was able to get it working! Now I just need to figure out how to do animation / rigging from scratch in blender and make sure that works.. then I can kiss 3DS goodbye.
  9. Double Post - Still working away on getting animations working the way I want, found a slight bug though. When clicking and dragging files onto the console shortcut, the path apparently is not quoted so if any directories leading to my workspace have spaces in them, the program bails out treating the directory as a parameter. Example: I have a FBX File Located at: C:\Users\SomeDir WithSpace\Workspace\Animation Error In Log: 'C:\Users\SomeDir' is not recognized as an internal or external command, operable program or batch file.
  10. Is there something going on there that I should know about? I'm sure that people know where I am if they want to ask or tell me something. It's just nice to have our community in one place. Your choice.
  11. I think I can simplify working with animated placeables in a way that would solve the issue at the same time. I need to analyze it, not sure if it'll be complex to implement. Have you been able to modify an existing animation? I don't know if you finally did what you wanted. I was about to try and do it today using your trick in Blender. Was working on a huge project with some other artists to remove Neck Seams from Head + Body pairings. But I have some free time now to go back to my animations. Will let you know.
  12. I would definitely use it a lot. The two major things I want to use your tool for are importing existing animations / and creating animated placeables. Sounds like the work around isn't too bad.. Maybe it just takes some growing pain / tutorials. ^-^
  13. They could but I believe they have an Irenicus head already. Also the creators of that mod would need to release their assets.
  14. If Usability was the main goal, why is your tab ordering / alt tags incorrect for people with special needs? I assume that was the whole point of the redesign. (Menu Tabbing should be last on the page so people with disabilities can tab the content of the page first.. this is Accessibility Standards 101) Otherwise the design is great except it completely broke NMM links as well.. And the old site design is completely broken. Thanks EDIT: Old Design is working again - nvm.
  15. The new website is extremely buggy and the old one is completely broken... I might actually have to register on Bethesda's store to get most of the mods I need.. :down:
  16. I doubt he's the only one capable of doing a FBX converter. In fact there were 2 FBX Plugins floating around for blender for quite a while. Now it's just a standard Plugin / File Format that ships with Blender 2.79+ .. You don't even need to hunt down a plugin anymore it comes native. Obviously Open Source is always a preference but FBX is very widely used and again, nothing stops you from doing a second conversion on the command line.
  17. AFAIK FBX is considered the pseudo standard over OBJ. It also has the benefit of holding Animations / Meshes / Textures ect all in one file. It has native support in the latest version of Blender and is used in 3DS Max / Maya. So I think it's a fine choice. You can always convert from FBX to something else by adding another command to the script he packaged with it. You could call on a converter from FBX > Whatever on the last line and go GR2 > FBX > X // X > FBX > GR2.
  18. I wish we had this years ago.. Thank you so much Freshlook.
  19. Based on your quote here, it appears you work with the skeleton / animation separately? I tried importing Skel / GR2 / MDB at the same time into one FBX. I renamed the Skeleton and modified the animations, exported and then used those files. Is this wrong? If you export the skeleton along the animation, the skeleton will be exported to FBX as it's posed in the current frame (this happens with Blender, with other apps I don't know). I tried the trick of reseting the translation, rotation and scaling of the bones before exporting and it doesn't work. So to ensure the exported skeleton is in it's default pose, I first work with the skeleton alone , rename it, export it to FBX, convert it to GR2 and this file will be the final skeleton. Then I work with the skeleton + animation + (optional) mdb, export it to FBX, convert it to GR2 but I only use the GR2 animation file. Gotcha - Okay will do. EDIT: We should start documenting this on git wiki too - also make sure you quickly jot down the steps you took to make that tyr banner. That will be so insanely useful. >.<
  20. I dunno what I did wrong. Maybe the way I added keyframes messed up something? Or they way I exported? Do I have to export my animation and skeleton separately from two different FBX files? Will keep experimenting with it.. If anyone has figured this out and can post a Step by Step workflow to get the bare minimum stuff working - Would be great. (Ideally a Youtube video / or guide with some screenshots, keep it super basic to just the flow of Import / Export, Ideally with a renamed or new skeleton) TY. EDIT: Based on your quote here, it appears you work with the skeleton / animation separately? I tried importing Skel / GR2 / MDB at the same time into one FBX. I renamed the Skeleton and modified the animations, exported and then used those files. Is this wrong?
  21. The Root Bone doesn't need to match the name of the skeleton? :mellow:
  22. Are you using Automatic Bone Orientation when importing the FBX? What Primary Bone Axis are you using when exporting to FBX? No, as per your instructions I no longer use Automatic Bone Orientation on import. My NWN2 export setting has.. Z Axis for Primary Bone Axis. The result is: https://imgur.com/a/lN7w8 The hips rotate correctly, the legs are totally messed up, one more than the other....? (I didn't even touch those joints for the keyframes, and my hands / arms T-Pose, even though the rig shows them behind the back) This is the standard P_HHF_Skel (Renamed root node to something else) and a standard Human Mesh already painted to those joints. Every time I export things get slightly more weird.. Since you didn't use automatic bone orientation on import, you probably used Y axis as the primary bone axis (if you didn't change it), so when exporting use Y axis too. The bone axis should be consistent between import and export (unless you know what you are doing). Note that the wiki no longer says to use Z axis as the primary bone axis when exporting. Okay I did that, It looks a little better but still deforms. Now it's the other foot that is messed up - Arms still don't respect the animation. A quick guide or 101 tutorial would help a lot I think. I already was thinking about writing a tutorial because there are things that aren't obvious. Could you explain in more detail what you are trying to do? Why did you rename the root node of the skeleton? Could you send me the Blender file with the new animation? I will try the same thing and will write a tutorial and catch bugs if any. So in NWN2 in order to give characters custom Walk / Run / Weapon animations without overriding the vanilla stuff, you need to allocate a unique entry in the appearances.2da (That's how Mounts / Swimming Works) I am using the default Human Skeleton but renaming the root node to give it a unique name since NWN2 uses the naming convention for animation lookups. If your skel is p_hh?_skel.. it will look up P_HH?_UnA_walk for an unarmed walk stance. Other than that I am basically trying to replicate your naruto run (except with a little more depth) If you could walk me through modifying an animation to do that Naruto run on a newly named Skeleton.. So that it works in the toolset, I would be laughing for making animations. I feel like I'm just missing one key thing to get it working...
  23. Are you using Automatic Bone Orientation when importing the FBX? What Primary Bone Axis are you using when exporting to FBX? No, as per your instructions I no longer use Automatic Bone Orientation on import. My NWN2 export setting has.. Z Axis for Primary Bone Axis. The result is: https://imgur.com/a/lN7w8 The hips rotate correctly, the legs are totally messed up, one more than the other....? (I didn't even touch those joints for the keyframes, and my hands / arms T-Pose, even though the rig shows them behind the back) This is the standard P_HHF_Skel (Renamed root node to something else) and a standard Human Mesh already painted to those joints. Every time I export things get slightly more weird.. Since you didn't use automatic bone orientation on import, you probably used Y axis as the primary bone axis (if you didn't change it), so when exporting use Y axis too. The bone axis should be consistent between import and export (unless you know what you are doing). Note that the wiki no longer says to use Z axis as the primary bone axis when exporting. Okay I did that, It looks a little better but still deforms. Now it's the other foot that is messed up - Arms still don't respect the animation. A quick guide or 101 tutorial would help a lot I think.
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