FreshLook Posted October 13, 2017 Author Share Posted October 13, 2017 I have added bone scaling to the tool. GR2 format has a range of encodings for animation curves. The tool supports the encodings used in Kalister's frog and sphincter. If I find another encoding in the future, I will add it. Kalister's frog also uses bone shear. FBX doesn't support bone shear. I'm ignoring bone shear when converting GR2 to FBX. I don't think that's a important feature: Blender doesn't support it either and I think the same effect can be achieved with the proper translations, rotations and scaling. Link to comment Share on other sites More sharing options...
jutaro Posted October 14, 2017 Share Posted October 14, 2017 (edited) Can you find a way to use IK(inverse kinematics) on the bones? Because its very hard animate something without it Edited October 14, 2017 by jutaro Link to comment Share on other sites More sharing options...
FreshLook Posted October 14, 2017 Author Share Posted October 14, 2017 Can you find a way to use IK(inverse kinematics) on the bones? Because its very hard animate something without it I don't know much about animation, but Blender supports IK and I suppose other programs too. When Blender exports to FBX it bakes the animation. My tool will convert FBX to GR2 without problem. Link to comment Share on other sites More sharing options...
4760 Posted October 14, 2017 Share Posted October 14, 2017 FreshLook tool doesn't do the animations, it just converts the fbx to gr2 and vice-versa. But just doing that is a major achievement!In other words: you can import NWN2 animations with the tool, then modify them as you wish (Blender and 3ds max do use IK), and export the new animation, also with FreshLook's soft. Link to comment Share on other sites More sharing options...
jutaro Posted October 14, 2017 Share Posted October 14, 2017 Ok, some feedback here, I tried put IK on characters, and export to nwn2 and works great, im using 3ds max 2016. I will try next put more advanced rigging on the character and lets see what happpens. Link to comment Share on other sites More sharing options...
4760 Posted October 15, 2017 Share Posted October 15, 2017 Excellent news! Link to comment Share on other sites More sharing options...
jutaro Posted October 15, 2017 Share Posted October 15, 2017 (edited) Ok, more news I made a advanced riiging(using 3ds max 2016) with controllers, atributes and Ik/FK, for my suprise everything works perfect in the nwn2, so even in the 0.2 version the software are complete to create animations using the skeleton of the nwn2. So, FreshLook, I will say this again you save the community man, good work and cheers EDIT: I notice some problems with the nw2fbx, If I put all the sleketon parts to convert(body, wings/cape and tail) the program works ok, and the bones are ok when imported, but If I poot all the skeleton parts and some MDB the sotware(nw2fbx) crashes Edited October 15, 2017 by jutaro Link to comment Share on other sites More sharing options...
FreshLook Posted October 15, 2017 Author Share Posted October 15, 2017 Ok, more news I made a advanced riiging(using 3ds max 2016) with controllers, atributes and Ik/FK, for my suprise everything works perfect in the nwn2, so even in the 0.2 version the software are complete to create animations using the skeleton of the nwn2. So, FreshLook, I will say this again you save the community man, good work and cheers EDIT: I notice some problems with the nw2fbx, If I put all the sleketon parts to convert(body, wings/cape and tail) the program works ok, and the bones are ok when imported, but If I poot all the skeleton parts and some MDB the sotware(nw2fbx) crashes Thank you. Very excited about what you did. I have investigated and reproduced the crash. It happens because it tries to link the MDB to the wrong skeleton, the code doesn't handle this right and crashes. For example, you pass P_HHM_skel.GR2, P_HHMtail_skel.GR2, P_HHMcapewing_skel.GR2 and P_HHM_NK_Body01.MDB. The tool tries to link the model to the first skeleton it finds and it found the tail or capewing skeleton. I have to find a way to detect what is the right skeleton for a model. There is a workaround, though:Convert P_HHM_NK_Body01.MDB + P_HHM_skel.GR2. The tool will link the model to the right skeleton because that's the only one passed. Import FBX. Convert P_HHMtail_skel.GR2 + P_HHMcapewing_skel.GR2. Import FBX and then you have all the pieces together. Link to comment Share on other sites More sharing options...
jutaro Posted October 15, 2017 Share Posted October 15, 2017 Good workaround thanks again FreshLook Link to comment Share on other sites More sharing options...
Semp3r Posted October 21, 2017 Share Posted October 21, 2017 (edited) out of curiosity: why did you go for fbx in conjunction with blender? is it a data format you know in detail? are there any features only fbx supports? specifically i am asking because collada seems the "wiser" choice, being an open format and being supported by almost every dcc tool around. to my knowledge to get full feature support fbx has to be licensed from autodesk, and was only reverse engineered to get an addon running in blender. Edited October 21, 2017 by Semp3r Link to comment Share on other sites More sharing options...
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