Okay, so I'm trying to take Morrowind mesh files and turn them into Blitz3D mesh files. I've been using FragMOTION and Blender (2.49b), with the NifTools "NetImmerse File/Gamebryo File" Importer/Exporter, and the Blitz3D exporter. Upon importing, all is well. Meshes, bones, animations, etc. However after exporting as a .b3d, I notice a few things:
A: The bounding box and "TriShadow" bodygroups are visible (when they shouldn't be).
B: The animation mainly consists of the model rotating in every direction on each frame.
C: Attempting to view the skeleton or the frames of the animation crash FragMOTION.
Help would be greatly appreciated.
Re: Help with .nif to .b3d Conversion
#2It is possible that Morrowind uses a sort of system that NPC/model shadows are generated from the lower poly shadow mesh, while collision is of course handled with the bounding box mesh.
As a solution to that I'd simply go into edit/model mode and delete the bounding box and shadow mesh to just get the model.
Now the animations is an entirely different issue, I had immense difficulties importing Divinity's SCP-682 model into fragmotion because the tail got seriously messed up. As well I've had other issues importing SCP-860, but it actually ended up improving the animations contrary to what I thought (which was absolutely bizarre).
If the model is getting directly imported into Blender and the animations still look jacked up, it has to be an issue in the importer script. Perhaps it only really supports the mesh, but not the animations? Have you tested attaching your textures to the models UV's to make sure thats working properly?
As a solution to that I'd simply go into edit/model mode and delete the bounding box and shadow mesh to just get the model.
Now the animations is an entirely different issue, I had immense difficulties importing Divinity's SCP-682 model into fragmotion because the tail got seriously messed up. As well I've had other issues importing SCP-860, but it actually ended up improving the animations contrary to what I thought (which was absolutely bizarre).
If the model is getting directly imported into Blender and the animations still look jacked up, it has to be an issue in the importer script. Perhaps it only really supports the mesh, but not the animations? Have you tested attaching your textures to the models UV's to make sure thats working properly?
Re: Help with .nif to .b3d Conversion
#3Sorry, I just got your post now. My forum gawt fucked up.Mirocaine wrote:It is possible that Morrowind uses a sort of system that NPC/model shadows are generated from the lower poly shadow mesh, while collision is of course handled with the bounding box mesh.
As a solution to that I'd simply go into edit/model mode and delete the bounding box and shadow mesh to just get the model.
Now the animations is an entirely different issue, I had immense difficulties importing Divinity's SCP-682 model into fragmotion because the tail got seriously messed up. As well I've had other issues importing SCP-860, but it actually ended up improving the animations contrary to what I thought (which was absolutely bizarre).
If the model is getting directly imported into Blender and the animations still look jacked up, it has to be an issue in the importer script. Perhaps it only really supports the mesh, but not the animations? Have you tested attaching your textures to the models UV's to make sure thats working properly?
And yes, the textures are working just fine. In fact, when I imported the model to Blender, the animations were also functioning properly. It may be the exporter... I don't know. :/
Re: Help with .nif to .b3d Conversion
#4You're probably exporting incorrectly if the animations are fine in Blender.
First of all, the model has to be at 0,0,0 in the Model mode (no transforms used).
All movements, scaling, etc has to be done in Edit Mode to the model.
Then export as .fbx with only the Mesh + Armatures selected, Y Forward Z Up
and a couple other things ayaddadyadady why don;t u post ur Blender file here and I'll fix it for you.
First of all, the model has to be at 0,0,0 in the Model mode (no transforms used).
All movements, scaling, etc has to be done in Edit Mode to the model.
Then export as .fbx with only the Mesh + Armatures selected, Y Forward Z Up
and a couple other things ayaddadyadady why don;t u post ur Blender file here and I'll fix it for you.
Re: Help with .nif to .b3d Conversion
#5There's multiple models I'd like to convert, but here's the one in particular: http://www.mediafire.com/download/ebb2w ... cant.blend