#P5X .anim to .fbx
22 messages · Page 1 of 1 (latest)
okay you don't need to do the retarget bit that i do here (depending on what youre doing) but open the NLA editor and pres the down button thingy to stash it in the sequence then rename it to an animation in the newly created gap. You can use Ercars custom persona tutorial for it, because iirc he covers the steps to make a gap there
like this right?
This isn't meant to be an all in one modeling tutorial. I just wanted to show what you do for animation porting/editing
Tools used
BlenderTools for GFS:
github.com/Pherakki/BlenderToolsForGFS
NaoTools:
github.com/MadMax1960/NaoTools
GFDStudio:
github.com/tge-was-taken/GFD-Studio
uhhhhhhhh no, it needs to be GAP NAME|CATEGORY|ANIMATION NAME
give the blender plugin docs a read, there's a whole bit on gap anims that goes over it
ok, I renamed them according to how the doc said
then yeah, as long as you should be able to export the gap from there and have it work
be sure to bake the animations first tho, otherwise p5x ones get a lil silly depending on the scale
are there any particular settings I should adjust with the model beforehand?
nothing outside of the general P5 model porting stuff, so convert materials to P5 compatible ones, change the UV maps to be called UV0 and then split the mesh by materials
what about any adjustments to the options with the BetterFBX Export?
I managed to do it but seems I messed up the model scaling
did you export with the gfs tool or ?
I exported with betterFBX
use the gfs tools, that should fix it
it gave me an error
just seperate the mesh into smaller parts, the easiest way to do this is to go into edit mode and hit L i think to select regions and then seperate it with P
alright that fixed it but now the textures are missing, do i need to add them manually
yeah, i’d redo textures and materials in gfd