TrinitalMod Posted September 29, 2017 Share Posted September 29, 2017 I can't get the animations to work. They export okay. The skeleton rig looks correct in the toolset if I show the wireframe.But the animation is always deformed / messed up. Dunno what I am doing wrong.. Link to comment Share on other sites More sharing options...
FreshLook Posted September 29, 2017 Author Share Posted September 29, 2017 I can't get the animations to work. They export okay. The skeleton rig looks correct in the toolset if I show the wireframe.But the animation is always deformed / messed up. Dunno what I am doing wrong.. Are you using Automatic Bone Orientation when importing the FBX? What Primary Bone Axis are you using when exporting to FBX? Link to comment Share on other sites More sharing options...
TrinitalMod Posted September 29, 2017 Share Posted September 29, 2017 (edited) I can't get the animations to work. They export okay. The skeleton rig looks correct in the toolset if I show the wireframe.But the animation is always deformed / messed up. Dunno what I am doing wrong.. 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/9WTuZxg 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.. EDIT:It might be helpful if you have some spare time - to just show a quick walk through of your workflow. How you import things into Blender, animate or modify key frames and export back out.. maybe include some skeleton modifying (renaming) ? Everything looks perfect in Blender then totally breaks in the toolset. Edited September 29, 2017 by TrinitalMod Link to comment Share on other sites More sharing options...
FreshLook Posted September 29, 2017 Author Share Posted September 29, 2017 (edited) I can't get the animations to work. They export okay. The skeleton rig looks correct in the toolset if I show the wireframe.But the animation is always deformed / messed up. Dunno what I am doing wrong.. 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. Edited September 29, 2017 by FreshLook Link to comment Share on other sites More sharing options...
TrinitalMod Posted September 29, 2017 Share Posted September 29, 2017 I can't get the animations to work. They export okay. The skeleton rig looks correct in the toolset if I show the wireframe.But the animation is always deformed / messed up. Dunno what I am doing wrong.. 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. Link to comment Share on other sites More sharing options...
FreshLook Posted September 29, 2017 Author Share Posted September 29, 2017 I can't get the animations to work. They export okay. The skeleton rig looks correct in the toolset if I show the wireframe.But the animation is always deformed / messed up. Dunno what I am doing wrong.. 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. Link to comment Share on other sites More sharing options...
TrinitalMod Posted September 29, 2017 Share Posted September 29, 2017 I can't get the animations to work. They export okay. The skeleton rig looks correct in the toolset if I show the wireframe.But the animation is always deformed / messed up. Dunno what I am doing wrong.. 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... Link to comment Share on other sites More sharing options...
FreshLook Posted September 30, 2017 Author Share Posted September 30, 2017 (edited) 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... Could you try your new animation without renaming the skeleton and overriding the vanilla animation? This way we can discard if the problem is about the newly named skeleton. I will try creating a new appearance with his own skeleton and animation to see if it works and if there is something special I haven't taken into account. ---- EDIT: I have tried it and it worked. First I worked with the skeleton alone to ensure it was in resting pose:Converted P_HHF_skel.gr2 to FBX and imported it into Blender. Renamed the skeleton from P_HHF_skel to P_AHF_skel. I also renamed the root bone from P_HHF_skel to P_AHF_skel. Exported to FBX. Converted the FBX to NWN2. Renamed the output skeleton to P_AHF_skel.gr2.Then I worked with the animation:Converted P_HHF_skel.gr2 and P_HHF_UnA_run.gr2 to FBX and imported it into Blender. Renamed the skeleton and the root bone again. Modified the animation. Exported to FBX. Converted the FBX to NWN2. Renamed the output animation to P_AHF_UnA_run.gr2 (ignore the output skeleton).Finally:Copied P_AHF_skel.gr2 and P_AHF_UnA_run.gr2 to the override folder. Created a new appearance exactly like the Human one but with head and body skeleton P_AH?_skel. Edited September 30, 2017 by FreshLook Link to comment Share on other sites More sharing options...
4760 Posted September 30, 2017 Share Posted September 30, 2017 Did you also export a renamed P_xxxx_skel.gr2 file, or only the P_xxxx_UnA_run.gr2 animation? What you describe is typical of a missing _skel.gr2 skeleton file. Link to comment Share on other sites More sharing options...
TrinitalMod Posted September 30, 2017 Share Posted September 30, 2017 The Root Bone doesn't need to match the name of the skeleton? :mellow: Link to comment Share on other sites More sharing options...
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