4760 Posted August 26, 2017 Share Posted August 26, 2017 That would be a major help for NWN2 modding, whether the tool has a GUI or not. Even a command line with a single parameter will be useful!The main thing to keep in mind though is that some creatures use up to three skeletons (body, wings and tail for example, and this applies to PC and NPC : body, head and cloak are three separate gr2 skel files [namely, p_hh?_skel, p_hh?_skel01 and p_hh?_capewing for the human characters]) Link to comment Share on other sites More sharing options...
TrinitalMod Posted August 27, 2017 Share Posted August 27, 2017 I will investigate about dragging multiple files. I did the custom run animation when I was investigating the GR2 format. I have the experimental code I did back then and now I'm working on adding this capability to the tool. You rock - Can't wait FreshLook.. ! Link to comment Share on other sites More sharing options...
FreshLook Posted August 29, 2017 Author Share Posted August 29, 2017 When dragging multiple files onto a console app, each file name is passed as an argument. So, dragging 6 files results in calling the app with 6 arguments. When converting MDB/GR2 to FBX I see two possible behaviors of the tool:Convert each file to FBX: the result is one FBX for each input file. Convert all files together to a single FBX: the result is just one FBX that contains all input files.Which of the two behaviors would you expect? Currently the tool behaves as the second one and there is a reason for this: in order for a mesh to be linked to a skeleton and a skeleton to be linked to an animation they must be stored in the same FBX. NWN2 can link meshes to skeletons and skeletons to animations that are stored in different files, but FBX doesn't work that way. Because a single FBX can contain meshes, skeletons and animations, when converting a FBX to MDB/GR2 the tool can generate as many MDB/GR2 as the FBX contains. Link to comment Share on other sites More sharing options...
rjshae Posted August 29, 2017 Share Posted August 29, 2017 It sounds like the second is preferable then. Somebody needing to do mass conversions can always use a batch script. Link to comment Share on other sites More sharing options...
TrinitalMod Posted August 29, 2017 Share Posted August 29, 2017 (edited) My immediate assumption would be.. 6 Files In.. 6 Files OutSo I would probably prefer the first option.. but as rjshae said - You can just batch the process. (Whatever is easier at this point.. ;) ) Edited August 29, 2017 by TrinitalMod Link to comment Share on other sites More sharing options...
4760 Posted August 29, 2017 Share Posted August 29, 2017 The main thing to keep in mind though is that some creatures use up to three skeletons Which of the two behaviors would you expect? Currently the tool behaves as the second one and there is a reason for this: in order for a mesh to be linked to a skeleton and a skeleton to be linked to an animation they must be stored in the same FBX. NWN2 can link meshes to skeletons and skeletons to animations that are stored in different files.Each gr2 file contains one animation, but includes all the creature's skeletons. The only exception is the *_skel.gr2 : these are not animations files, but the skeleton itself (so one for the body, one for the head, one for the wings, etc. By the way, remember that each skeleton cannot have more than 54 bones, and each creature cannot have more than three skeletons).I would then prefer the second option. Link to comment Share on other sites More sharing options...
FreshLook Posted August 29, 2017 Author Share Posted August 29, 2017 Because of the way FBX works, I'll stick with the second behavior then. Thanks for the replies. Link to comment Share on other sites More sharing options...
TrinitalMod Posted September 2, 2017 Share Posted September 2, 2017 *Twiddles Thumbs Patiently* :pinch: So Excited!! Link to comment Share on other sites More sharing options...
aperestrelo Posted September 7, 2017 Share Posted September 7, 2017 Hi. I'm really interested in this. Am really eager to see it all come together. I am having trouble trying it out as I cannot seem to get the project to compile. Got the files from your github, yaml and CMake but after several hours of trying and failing, I am at my wits end.Is it possible to provide the compiled version for us to play around with? Thanks. Link to comment Share on other sites More sharing options...
TrinitalMod Posted September 7, 2017 Share Posted September 7, 2017 Hi. I'm really interested in this. Am really eager to see it all come together. I am having trouble trying it out as I cannot seem to get the project to compile. Got the files from your github, yaml and CMake but after several hours of trying and failing, I am at my wits end.Is it possible to provide the compiled version for us to play around with? Thanks. I think Freshlook is attempting to get FBX > GR2 conversion completed then will release a binary for us. *whistles and waits* Link to comment Share on other sites More sharing options...
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