FreshLook Posted April 16, 2017 Author Share Posted April 16, 2017 (edited) I achieved converting a GR2 animation (P_HHM_UnA_run.gr2) to FBX and imported it into Blender: The next milestone is to generate GR2 files and get them working in NWN2. Edited April 16, 2017 by FreshLook Link to comment Share on other sites More sharing options...
4760 Posted April 17, 2017 Share Posted April 17, 2017 Brilliant. Looking forward to seeing the next milestone Link to comment Share on other sites More sharing options...
Snowmane72 Posted April 17, 2017 Share Posted April 17, 2017 That looks amazing. Was there any hand manipulation in blender required for the animation or are we seeing the raw result of the import? Link to comment Share on other sites More sharing options...
FreshLook Posted April 17, 2017 Author Share Posted April 17, 2017 (edited) That looks amazing. Was there any hand manipulation in blender required for the animation or are we seeing the raw result of the import? I import the FBX and set the final frame of the Timeline to 20 so the animation loops. Edited April 17, 2017 by FreshLook Link to comment Share on other sites More sharing options...
4760 Posted April 18, 2017 Share Posted April 18, 2017 I import the FBX and set the final frame of the Timeline to 20 so the animation loops.Most NWN2 animations have 30 frames, but there are others that last much longer (idle for instance). Link to comment Share on other sites More sharing options...
FreshLook Posted April 24, 2017 Author Share Posted April 24, 2017 I was succesful generating a gr2 file: I read P_HHM_UnA_run.gr2 and generated a new one with the same data but uncompressed. It works in NWN2, so I verified that when generating gr2 files I don't need to worry about compression, only when reading. Still, writing gr2 files is harder than reading. Now I will try to generate gr2 files with my own data. Link to comment Share on other sites More sharing options...
FreshLook Posted April 25, 2017 Author Share Posted April 25, 2017 I created a new run animation. I took the original P_HHM_UnA_run.gr2 file, modified it, and created a new gr2 file. The animation is the same as the original but with straight arms: I think this is the first animation created without Exportron in history. Link to comment Share on other sites More sharing options...
Kalister68 Posted April 25, 2017 Share Posted April 25, 2017 Really interesting work... since it's an fbx format, I suppose it's working well with 3ds max ? Link to comment Share on other sites More sharing options...
FreshLook Posted April 25, 2017 Author Share Posted April 25, 2017 Really interesting work... since it's an fbx format, I suppose it's working well with 3ds max ? I've only done tests with Blender, but in theory it should work, that's the goal. When I publish the tool people will be able to try it, I do not have 3ds max. Link to comment Share on other sites More sharing options...
Snowmane72 Posted April 25, 2017 Share Posted April 25, 2017 Excellent. I really can't wait to get my hands on the source code and start integrating it with Lumberyard. Link to comment Share on other sites More sharing options...
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