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MDB to FBX, FBX to MDB converter


FreshLook

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Everything seems to work for me.. except when I try to export the FBX and convert back to GR2.

It seems to mm.. play the animation upside down making a very humorous Cthulu style animation.

 

It could be an issue with something I did.. I still need 3DS MAX for renaming rigs / bones so maybe I f***ed something up.

 

I followed your instructions perfectly did a step get missed for the Animation tab possibly (For FBX Exporting)?

 

Will keep investigating here what I maybe did wrong..

 

 

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I took a skel.gr2 and Idle animation Know were working, imported them into blender. Then Re-exported them and it comes out all mangled. (It's similar to what I want, but the scaling is all messed up, hands and legs stretched out and not working right..)

 

Either I am missing some option when I export the FBX, or I missed something when doing the import.. (It looks fine in blender)

 

 

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I wonder if it has something to do with the Origin.. In NWN2 animations are always exported with "Reset To Origin" turned off, so you can transform bones through space to have characters move off the ground ect during repeating loops.

 

Is FBX not importing / exporting my rigs offset from Origin?

 

Also - Feature Request: Can we configure a Header name instead of the FilePath on the export? I don't want my directory dumped out into every Animation I export.. It's sort of a breach of my privacy.. lol

Edited by TrinitalMod
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I tested converting P_HHM_UnA_run.gr2 to FBX and back to GR2 and NWN2 plays it fine. What skeleton and animation have you tested so I can test it also?

 

FBX importing/exporting doesn't reset to origin, it just imports/exports positions as they are.

 

About your feature request: I really didn't understand it. Is it about GR2 animations storing file paths? (e.g. N:\Art\Characters\Animations\P_HHM_animation\idle\P_HHM_idle.max)

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I tested converting P_HHM_UnA_run.gr2 to FBX and back to GR2 and NWN2 plays it fine. What skeleton and animation have you tested so I can test it also?

 

FBX importing/exporting doesn't reset to origin, it just imports/exports positions as they are.

 

About your feature request: I really didn't understand it. Is it about GR2 animations storing file paths? (e.g. N:\Art\Characters\Animations\P_HHM_animation\idle\P_HHM_idle.max)

 

 

Hey thanks for the quick reply!

 

Feature Request:

When I export the FBX back to .GR2, the _anim.GR2 file has my filepath in the header of the file. Can we put something else there? I don't want my file path to be stored in animations I distribute online.

 

It outputs like:

[0x00] FBX [0x00] NWN2 MDK 0.1 [0x00] [0x00] [0x00] [0x00] [Filepath] [0x00] [AnimationName]

 

 

--

 

I think I resolved the other issue.

But now I am unsure how to properly name / export skel's from 3DS to get them to work properly.

 

*mumble grumble*

Edited by TrinitalMod
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I tested converting P_HHM_UnA_run.gr2 to FBX and back to GR2 and NWN2 plays it fine. What skeleton and animation have you tested so I can test it also?

 

FBX importing/exporting doesn't reset to origin, it just imports/exports positions as they are.

 

About your feature request: I really didn't understand it. Is it about GR2 animations storing file paths? (e.g. N:\Art\Characters\Animations\P_HHM_animation\idle\P_HHM_idle.max)

 

 

Hey thanks for the quick reply!

 

Feature Request:

When I export the FBX back to .GR2, the _anim.GR2 file has my filepath in the header of the file. Can we put something else there? I don't want my file path to be stored in animations I distribute online.

 

It outputs like:

[0x00] FBX [0x00] NWN2 MDK 0.1 [0x00] [0x00] [0x00] [0x00] [Filepath] [0x00] [AnimationName]

 

 

--

 

I think I resolved the other issue.

But now I am unsure how to properly name / export skel's from 3DS to get them to work properly.

 

*mumble grumble*

 

 

I just wanted to mimic the way vanilla GR2 were exported, but I understand the privacy issue. Is it okay if it would just export filename+extension (like P_HHM_xx.fbx)?

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I'm curious: will this conversion work with animated placeables such as the Windmill model or the animated banner? I'd like to animate an eyeball model, for example.

 

I think animated placeables have a GR2 skeleton and can play GR2 animations. The tool is generic about converting FBX skeletons/animations to GR2, so I think it will work.

Edited by FreshLook
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I'm curious: will this conversion work with animated placeables such as the Windmill model or the animated banner? I'd like to animate an eyeball model, for example.

 

I think animated placeables have a GR2 skeleton and can play GR2 animations. The tool is generic about converting FBX skeletons/animations to GR2, so I think it will work.

 

animated placebales usually have no skeletons, just gr2 animations. it's just animated vertices.

actually i am not that sure anymore because there's a skeleton column within the placeables.2da.

Edited by Semp3r
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Placeables don't have a skeleton the way creatures do: actually, the skeleton is made of the placeable parts. I didn't try FreshLook tool yet, but it should work: whether the door is animated, or a door bone to which the door mesh is rigged is animated, gives the same result (I'm quite sure of this, because I sometimes used NWN models as NWN2 skeletons).
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