ghowriter Posted September 5, 2018 Share Posted September 5, 2018 (edited) no idea what that means; I understand the skeleton part, the faces zipped over my head. its a model of a bear character I have been given and I was hoping someone with more learning than myself might look to see if its possible to import into NWN2. I would have to send a copy of the file but before I do I need to get permission from the creator of the file. Thus I sought interested persons. Sorry to be a bother. I'll just be going now. Oh: thanks for the reply... it meant something to me... anyway... edit: Nevermind, was going to post a link but the chat wont let me paste anything. So stupid, that is. Edited September 5, 2018 by ghowriter Link to comment Share on other sites More sharing options...
4760 Posted September 5, 2018 Share Posted September 5, 2018 Well, when you have the permission, just post a link to the file, I'll check it out.To post a link, use the button in the middle of the toolbar (between the numbered list and the image). Link to comment Share on other sites More sharing options...
ghowriter Posted September 6, 2018 Share Posted September 6, 2018 I have to send you a personal chat to send the link from my google drive, I don't want the google info public. Permission? Link to comment Share on other sites More sharing options...
4760 Posted September 6, 2018 Share Posted September 6, 2018 Sure, you can PM me. Link to comment Share on other sites More sharing options...
TokiFuko Posted May 11, 2019 Share Posted May 11, 2019 One more question.Do it be working for Newerwinter 2015? Or something like this tools?Google not give me good way to extract and repack NW online. Link to comment Share on other sites More sharing options...
jutaro Posted April 28, 2020 Share Posted April 28, 2020 (edited) Hi guys, its been a while since i visit this topic.Well I have some problems open a nwn2 animation into the 3ds max using de nw2fbx.Look the image I open up the skel and the skel animation, as you can see the bones appers ok into that mass hahaha, but thesse white objects are parts of the bones, the yellow parts is the selection of a bone, cam someone help with this bug? EDIT: The 0.3 aplha works perfectly from de 0.4 to 0.8 the bug appears Edited April 29, 2020 by jutaro Link to comment Share on other sites More sharing options...
FreshLook Posted May 10, 2020 Author Share Posted May 10, 2020 What is the name of the animation? Link to comment Share on other sites More sharing options...
jutaro Posted May 12, 2020 Share Posted May 12, 2020 Well the name is P_HHM_C2h_1attack04But the Bug appears in any animation. I convert the P_HHM_skel.gr2 + P_HHM_C2h_1attack04.gr2 together to FBX on the 0.2 and everything is okI don't know if the convert is diferent on newer versions. Link to comment Share on other sites More sharing options...
FreshLook Posted May 12, 2020 Author Share Posted May 12, 2020 By looking at the screenshot, each bone appears to be enclosed by a bounding box, which seems oversized. I think the issue is related to this: in version 0.3, the units used for skeletons & animations were centimeters, and the skeleton scale was set to 0.01 so it didn't look too large in Blender, but using a scale of just 1.0 and meters as units seemed more logical to me so I changed it in 0.4. For some reason, the bounding boxes in 3ds max are oversized, but I'm not sure if consider it a bug of my tool. I searched about oversized max bounding boxes and found other people with similar issues. Maybe there is some import option to specify the units or you could hide/downscale the bounding boxes. Some interesting finds were: https://forums.autodesk.com/t5/3ds-max-forum/how-to-remove-white-boxes-around-object/td-p/7107917https://forums.autodesk.com/t5/3ds-max-forum/importing-problems/td-p/7212982 Link to comment Share on other sites More sharing options...
Semp3r Posted May 19, 2020 Share Posted May 19, 2020 (edited) hey @FreshLook, rjshae over at the neverwintervault dicsovered that hook points won't get converted to .mdb.i've also got a question about the material properties in blender. which properties of the principled bsdf shader will get written and used by the electron engine? in 3dsmax the specular level and glossiness is being used, does something similar apply to the specular, metallic and roughness values? thank you :wink: Edited May 19, 2020 by Semp3r Link to comment Share on other sites More sharing options...
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