ayelid Posted June 9, 2014 Posted June 9, 2014 can pose converter add BBB+BB to any animation?if so would anyone mind giving me a step by step process on how to activate and use pose converter? i have found the directory where the scripts are saved but can not find it when i open blender (or i may just not know where to look for it)i would like to add BBB+BB to the spellsinger animation, the farthest i got is importing the skeleton.nif and staffidle.kf
Ryu Posted July 17, 2014 Posted July 17, 2014 I tested v0.88 beta. Works as intended. Converts both the body model and the rigged clothing properly. However, later on the .nif file still has to be adjusted for importing into Blender . Many thanks gerra6!
ger4 Posted November 4, 2014 Posted November 4, 2014 I'm trying to port some stuff from skyrim to Oblivion, but when I load up a skyrim mesh in blender that I have changed the pose on, it is still in the default pose. I'm trying to change this mesh to the OB pose. dress_0.nif PS - Would it also be possible to add an option to only transform certain vertex groups to the OB pose? I get unwanted distortion on some meshes if I do a full mesh transform.
gerra6 Posted November 4, 2014 Author Posted November 4, 2014 It looks like there's a pretty serious bug in the skinning of that nif. For some reason several records point to non-existent bones, which caused Pose Converter to crash and will probably cause any of my other tools to crash as well. One option would be to manually delete the skin instances/skin partitions and re-rig the mesh using mesh rigger.
gerra6 Posted November 4, 2014 Author Posted November 4, 2014 Note, I was able to bypass the bug in my dev build of the tools, which gives this: Note the massive mesh distortion between the weighted areas and the non-weighted areas dress_0.7z
ger4 Posted November 4, 2014 Posted November 4, 2014 Note, I was able to bypass the bug in my dev build of the tools, which gives this: Note the massive mesh distortion between the weighted areas and the non-weighted areas Hang on, I have got a fixed version of the .nif, I just uploaded a version I was mucking around with by mistake. Cheers dress_0.nif
gerra6 Posted November 4, 2014 Author Posted November 4, 2014 Well, I ran that one through the stand-alone version of Pose Converter (Included in the Seam Mender/Clothing Converter/Mesh Rigger package) and it looks pretty solid. note: it looks like the weight painting under the arms is pretty bad, which translates into some nasty under-arm artifacts when the arms get re-posed. I should also mention that the stand-alone version of pose converter (convert_pose.py) only converts poses between Oblivion <-> Fallout <-> Skyrim. It doesn't include any of the other features of my Blender pose converter suite. dress_0.7z
ger4 Posted November 4, 2014 Posted November 4, 2014 Well, I ran that one through the stand-alone version of Pose Converter (Included in the Seam Mender/Clothing Converter/Mesh Rigger package) and it looks pretty solid. note: it looks like the weight painting under the arms is pretty bad, which translates into some nasty under-arm artifacts when the arms get re-posed. I should also mention that the stand-alone version of pose converter (convert_pose.py) only converts poses between Oblivion <-> Fallout <-> Skyrim. It doesn't include any of the other features of my Blender pose converter suite. I think I can fix the arm artifacts Is there any way to not transform the lower body though, perhaps by excluding the calf and foot vertex groups from transformation? The center of the skirt object becomes distorted.
gerra6 Posted November 4, 2014 Author Posted November 4, 2014 Sure. But...it's complicated. Go to the folder that contains Mesh Rigger, Clothing Converter, etc. Now look for the /kg/ folder. It's right there in the scripts only version. In the portable version, it's in PythonPortable/App/Lib/site-packages/kg/ Now look for a file called conversion_data.py Make a backup of it. Now edit that file in a text editor The basic structure will look like this: bone_transform['Skyrim']['Oblivion'] = { b'NPC Spine2 [Spn2]' : matrix4x4([ [1.0000001184906235, 2.7656959711991336e-08, 5.879711312880426e-09, 0.0], [-2.0333140601791477e-08, 0.9968509942539555, 0.07929905909398235, 0.0], [-1.1434604903725037e-08, -0.07929906031935664, 0.9968509877323535, 0.0], [-1.152981125088215e-05, 9.332477850328594, -3.171587942556755, 1.0]]), b'NPC Spine1 [Spn1]' : matrix4x4([ [1.0000000000000002, -8.05119261840863e-10, 2.061505640508234e-09, 0.0], [1.0130173127320172e-09, 0.9946886089455356, -0.10293148153778954, 0.0], [-1.9670921893287286e-09, 0.10293148153778948, 0.9946886089455357, 0.0], [-1.2301629545253328e-05, -7.311618388164683, -3.558080276330969, 1.0]]), b'NPC Spine [Spn0]' : matrix4x4([ [1.0000000596046363, 1.1901806638309875e-10, 2.0676027549863546e-09, 0.0], [9.446218750178979e-11, 0.9946886475599941, -0.10293123260234377, 0.0], [-2.068352939670051e-09, 0.10293123260234138, 0.9946886475599928, 0.0], [-1.2698252465010323e-05, -7.24712898912933, -3.12183822133926, 1.0]]), #lots more entries between these b'NPC L Clavicle [LClv]' : matrix4x4([ [0.901592613711383, -0.10990442103001843, -0.41839171862285673, -0.0], [0.15530239656494696, 0.9849443061183898, 0.07593283995124989, 0.0], [0.4037472500923346, -0.13343783285797303, 0.9050870956126402, 0.0], [-44.77801762660988, 14.767408570934158, 5.2350636787918745, 1.0]]), b'NPC L Calf [LClf]' : matrix4x4([ [0.9741717634747336, -0.1826537072997993, 0.13276761273082774, 0.0], [0.17729320099783946, 0.9828239099521846, 0.051235169707021105, 0.0], [-0.13984550914399083, -0.02637311607209314, 0.989822292937835, -0.0], [7.23645586691296, -0.9213114638589905, 0.6179082424090367, 1.0]]), b'NPC Head [Head]' : matrix4x4([ [1.0000000000029177, -6.016437439437136e-10, -3.881471496441241e-09, 0.0], [4.47704585348964e-10, 0.9968508932209101, 0.0792989997463828, 0.0], [8.464740031008606e-10, -0.07929900300634521, 0.9968508982885034, 0.0], [2.098868119547459e-07, 9.228461524554765, -4.6510038456621885, 1.0]])} OK, so to disable some bones, just either delete them from the list or comment them out. Note, a future version of Pose Converter will be a bit smarter about the way it handles conversions. For now, since it doesn't have an entry for skirt bones, things get a bit weird when it converts a mesh with skirt bone weighted vertices. Let's say you want to disable the NPC L Calf [LClf] bone you could do this: bone_transform['Skyrim']['Oblivion'] = { b'NPC Spine2 [Spn2]' : matrix4x4([ [1.0000001184906235, 2.7656959711991336e-08, 5.879711312880426e-09, 0.0], [-2.0333140601791477e-08, 0.9968509942539555, 0.07929905909398235, 0.0], [-1.1434604903725037e-08, -0.07929906031935664, 0.9968509877323535, 0.0], [-1.152981125088215e-05, 9.332477850328594, -3.171587942556755, 1.0]]), b'NPC Spine1 [Spn1]' : matrix4x4([ [1.0000000000000002, -8.05119261840863e-10, 2.061505640508234e-09, 0.0], [1.0130173127320172e-09, 0.9946886089455356, -0.10293148153778954, 0.0], [-1.9670921893287286e-09, 0.10293148153778948, 0.9946886089455357, 0.0], [-1.2301629545253328e-05, -7.311618388164683, -3.558080276330969, 1.0]]), b'NPC Spine [Spn0]' : matrix4x4([ [1.0000000596046363, 1.1901806638309875e-10, 2.0676027549863546e-09, 0.0], [9.446218750178979e-11, 0.9946886475599941, -0.10293123260234377, 0.0], [-2.068352939670051e-09, 0.10293123260234138, 0.9946886475599928, 0.0], [-1.2698252465010323e-05, -7.24712898912933, -3.12183822133926, 1.0]]), #lots more entries between these b'NPC L Clavicle [LClv]' : matrix4x4([ [0.901592613711383, -0.10990442103001843, -0.41839171862285673, -0.0], [0.15530239656494696, 0.9849443061183898, 0.07593283995124989, 0.0], [0.4037472500923346, -0.13343783285797303, 0.9050870956126402, 0.0], [-44.77801762660988, 14.767408570934158, 5.2350636787918745, 1.0]]), #b'NPC L Calf [LClf]' : matrix4x4([ #[0.9741717634747336, -0.1826537072997993, 0.13276761273082774, 0.0], #[0.17729320099783946, 0.9828239099521846, 0.051235169707021105, 0.0], #[-0.13984550914399083, -0.02637311607209314, 0.989822292937835, -0.0], #[7.23645586691296, -0.9213114638589905, 0.6179082424090367, 1.0]]), b'NPC Head [Head]' : matrix4x4([ [1.0000000000029177, -6.016437439437136e-10, -3.881471496441241e-09, 0.0], [4.47704585348964e-10, 0.9968508932209101, 0.0792989997463828, 0.0], [8.464740031008606e-10, -0.07929900300634521, 0.9968508982885034, 0.0], [2.098868119547459e-07, 9.228461524554765, -4.6510038456621885, 1.0]])} Or this bone_transform['Skyrim']['Oblivion'] = { b'NPC Spine2 [Spn2]' : matrix4x4([ [1.0000001184906235, 2.7656959711991336e-08, 5.879711312880426e-09, 0.0], [-2.0333140601791477e-08, 0.9968509942539555, 0.07929905909398235, 0.0], [-1.1434604903725037e-08, -0.07929906031935664, 0.9968509877323535, 0.0], [-1.152981125088215e-05, 9.332477850328594, -3.171587942556755, 1.0]]), b'NPC Spine1 [Spn1]' : matrix4x4([ [1.0000000000000002, -8.05119261840863e-10, 2.061505640508234e-09, 0.0], [1.0130173127320172e-09, 0.9946886089455356, -0.10293148153778954, 0.0], [-1.9670921893287286e-09, 0.10293148153778948, 0.9946886089455357, 0.0], [-1.2301629545253328e-05, -7.311618388164683, -3.558080276330969, 1.0]]), b'NPC Spine [Spn0]' : matrix4x4([ [1.0000000596046363, 1.1901806638309875e-10, 2.0676027549863546e-09, 0.0], [9.446218750178979e-11, 0.9946886475599941, -0.10293123260234377, 0.0], [-2.068352939670051e-09, 0.10293123260234138, 0.9946886475599928, 0.0], [-1.2698252465010323e-05, -7.24712898912933, -3.12183822133926, 1.0]]), #lots more entries between these b'NPC L Clavicle [LClv]' : matrix4x4([ [0.901592613711383, -0.10990442103001843, -0.41839171862285673, -0.0], [0.15530239656494696, 0.9849443061183898, 0.07593283995124989, 0.0], [0.4037472500923346, -0.13343783285797303, 0.9050870956126402, 0.0], [-44.77801762660988, 14.767408570934158, 5.2350636787918745, 1.0]]), b'NPC Head [Head]' : matrix4x4([ [1.0000000000029177, -6.016437439437136e-10, -3.881471496441241e-09, 0.0], [4.47704585348964e-10, 0.9968508932209101, 0.0792989997463828, 0.0], [8.464740031008606e-10, -0.07929900300634521, 0.9968508982885034, 0.0], [2.098868119547459e-07, 9.228461524554765, -4.6510038456621885, 1.0]])}
ger4 Posted November 4, 2014 Posted November 4, 2014 Sure. But...it's complicated. Go to the folder that contains Mesh Rigger, Clothing Converter, etc. Now look for the /kg/ folder. It's right there in the scripts only version. In the portable version, it's in PythonPortable/App/Lib/site-packages/kg/ Now look for a file called conversion_data.py Make a backup of it. Now edit that file in a text editor The basic structure will look like this: bone_transform['Skyrim']['Oblivion'] = { b'NPC Spine2 [Spn2]' : matrix4x4([ [1.0000001184906235, 2.7656959711991336e-08, 5.879711312880426e-09, 0.0], [-2.0333140601791477e-08, 0.9968509942539555, 0.07929905909398235, 0.0], [-1.1434604903725037e-08, -0.07929906031935664, 0.9968509877323535, 0.0], [-1.152981125088215e-05, 9.332477850328594, -3.171587942556755, 1.0]]), b'NPC Spine1 [Spn1]' : matrix4x4([ [1.0000000000000002, -8.05119261840863e-10, 2.061505640508234e-09, 0.0], [1.0130173127320172e-09, 0.9946886089455356, -0.10293148153778954, 0.0], [-1.9670921893287286e-09, 0.10293148153778948, 0.9946886089455357, 0.0], [-1.2301629545253328e-05, -7.311618388164683, -3.558080276330969, 1.0]]), b'NPC Spine [Spn0]' : matrix4x4([ [1.0000000596046363, 1.1901806638309875e-10, 2.0676027549863546e-09, 0.0], [9.446218750178979e-11, 0.9946886475599941, -0.10293123260234377, 0.0], [-2.068352939670051e-09, 0.10293123260234138, 0.9946886475599928, 0.0], [-1.2698252465010323e-05, -7.24712898912933, -3.12183822133926, 1.0]]), #lots more entries between these b'NPC L Clavicle [LClv]' : matrix4x4([ [0.901592613711383, -0.10990442103001843, -0.41839171862285673, -0.0], [0.15530239656494696, 0.9849443061183898, 0.07593283995124989, 0.0], [0.4037472500923346, -0.13343783285797303, 0.9050870956126402, 0.0], [-44.77801762660988, 14.767408570934158, 5.2350636787918745, 1.0]]), b'NPC L Calf [LClf]' : matrix4x4([ [0.9741717634747336, -0.1826537072997993, 0.13276761273082774, 0.0], [0.17729320099783946, 0.9828239099521846, 0.051235169707021105, 0.0], [-0.13984550914399083, -0.02637311607209314, 0.989822292937835, -0.0], [7.23645586691296, -0.9213114638589905, 0.6179082424090367, 1.0]]), b'NPC Head [Head]' : matrix4x4([ [1.0000000000029177, -6.016437439437136e-10, -3.881471496441241e-09, 0.0], [4.47704585348964e-10, 0.9968508932209101, 0.0792989997463828, 0.0], [8.464740031008606e-10, -0.07929900300634521, 0.9968508982885034, 0.0], [2.098868119547459e-07, 9.228461524554765, -4.6510038456621885, 1.0]])} OK, so to disable some bones, just either delete them from the list or comment them out. Note, a future version of Pose Converter will be a bit smarter about the way it handles conversions. For now, since it doesn't have an entry for skirt bones, things get a bit weird when it converts a mesh with skirt bone weighted vertices. Let's say you want to disable the NPC L Calf [LClf] bone you could do this: bone_transform['Skyrim']['Oblivion'] = { b'NPC Spine2 [Spn2]' : matrix4x4([ [1.0000001184906235, 2.7656959711991336e-08, 5.879711312880426e-09, 0.0], [-2.0333140601791477e-08, 0.9968509942539555, 0.07929905909398235, 0.0], [-1.1434604903725037e-08, -0.07929906031935664, 0.9968509877323535, 0.0], [-1.152981125088215e-05, 9.332477850328594, -3.171587942556755, 1.0]]), b'NPC Spine1 [Spn1]' : matrix4x4([ [1.0000000000000002, -8.05119261840863e-10, 2.061505640508234e-09, 0.0], [1.0130173127320172e-09, 0.9946886089455356, -0.10293148153778954, 0.0], [-1.9670921893287286e-09, 0.10293148153778948, 0.9946886089455357, 0.0], [-1.2301629545253328e-05, -7.311618388164683, -3.558080276330969, 1.0]]), b'NPC Spine [Spn0]' : matrix4x4([ [1.0000000596046363, 1.1901806638309875e-10, 2.0676027549863546e-09, 0.0], [9.446218750178979e-11, 0.9946886475599941, -0.10293123260234377, 0.0], [-2.068352939670051e-09, 0.10293123260234138, 0.9946886475599928, 0.0], [-1.2698252465010323e-05, -7.24712898912933, -3.12183822133926, 1.0]]), #lots more entries between these b'NPC L Clavicle [LClv]' : matrix4x4([ [0.901592613711383, -0.10990442103001843, -0.41839171862285673, -0.0], [0.15530239656494696, 0.9849443061183898, 0.07593283995124989, 0.0], [0.4037472500923346, -0.13343783285797303, 0.9050870956126402, 0.0], [-44.77801762660988, 14.767408570934158, 5.2350636787918745, 1.0]]), #b'NPC L Calf [LClf]' : matrix4x4([ #[0.9741717634747336, -0.1826537072997993, 0.13276761273082774, 0.0], #[0.17729320099783946, 0.9828239099521846, 0.051235169707021105, 0.0], #[-0.13984550914399083, -0.02637311607209314, 0.989822292937835, -0.0], #[7.23645586691296, -0.9213114638589905, 0.6179082424090367, 1.0]]), b'NPC Head [Head]' : matrix4x4([ [1.0000000000029177, -6.016437439437136e-10, -3.881471496441241e-09, 0.0], [4.47704585348964e-10, 0.9968508932209101, 0.0792989997463828, 0.0], [8.464740031008606e-10, -0.07929900300634521, 0.9968508982885034, 0.0], [2.098868119547459e-07, 9.228461524554765, -4.6510038456621885, 1.0]])} Or this bone_transform['Skyrim']['Oblivion'] = { b'NPC Spine2 [Spn2]' : matrix4x4([ [1.0000001184906235, 2.7656959711991336e-08, 5.879711312880426e-09, 0.0], [-2.0333140601791477e-08, 0.9968509942539555, 0.07929905909398235, 0.0], [-1.1434604903725037e-08, -0.07929906031935664, 0.9968509877323535, 0.0], [-1.152981125088215e-05, 9.332477850328594, -3.171587942556755, 1.0]]), b'NPC Spine1 [Spn1]' : matrix4x4([ [1.0000000000000002, -8.05119261840863e-10, 2.061505640508234e-09, 0.0], [1.0130173127320172e-09, 0.9946886089455356, -0.10293148153778954, 0.0], [-1.9670921893287286e-09, 0.10293148153778948, 0.9946886089455357, 0.0], [-1.2301629545253328e-05, -7.311618388164683, -3.558080276330969, 1.0]]), b'NPC Spine [Spn0]' : matrix4x4([ [1.0000000596046363, 1.1901806638309875e-10, 2.0676027549863546e-09, 0.0], [9.446218750178979e-11, 0.9946886475599941, -0.10293123260234377, 0.0], [-2.068352939670051e-09, 0.10293123260234138, 0.9946886475599928, 0.0], [-1.2698252465010323e-05, -7.24712898912933, -3.12183822133926, 1.0]]), #lots more entries between these b'NPC L Clavicle [LClv]' : matrix4x4([ [0.901592613711383, -0.10990442103001843, -0.41839171862285673, -0.0], [0.15530239656494696, 0.9849443061183898, 0.07593283995124989, 0.0], [0.4037472500923346, -0.13343783285797303, 0.9050870956126402, 0.0], [-44.77801762660988, 14.767408570934158, 5.2350636787918745, 1.0]]), b'NPC Head [Head]' : matrix4x4([ [1.0000000000029177, -6.016437439437136e-10, -3.881471496441241e-09, 0.0], [4.47704585348964e-10, 0.9968508932209101, 0.0792989997463828, 0.0], [8.464740031008606e-10, -0.07929900300634521, 0.9968508982885034, 0.0], [2.098868119547459e-07, 9.228461524554765, -4.6510038456621885, 1.0]])} Ah, that fixed it. Thanks
GreatKazooMan Posted November 17, 2014 Posted November 17, 2014 Thanks an awful lot for making this program, and for keeping it updated! I was able to finally check out an armour mod from Oblivion and get it working in New Vegas!
Guest Posted December 8, 2014 Posted December 8, 2014 I would like to understand if I installed it wrong. - I installed theKG version, but the only thing I found in blender is under Script - Object, I find Convert Pose 0.81 DEV. Is that correct? - After I run it on the source skeleton + animation, I press Save, it asks which bones, I press Select All, then it works some time and then nothing happens, it doesn't ask me for a file name - After I open the destination skeleton on a new project, I press Load and it doesn't ask me for the name of the file, it simply doesn't do anything. Thank you
gerra6 Posted December 8, 2014 Author Posted December 8, 2014 Well, the Blender version and the Standalone version are completely independent of each other. The stand-alone version of the tool is a narrow-purpose Oblivion <-> Fallout <-> Skyrim rest pose conversion tool. It's pretty good overall, but I need to put a bit of work into the wrist seam location in the underlying pose animations that the pose conversions are based on. The stand-alone version is included in the same download package from kgtools that includes Mesh Rigger, Clothing Converter, and Seam Mender. The stand-alone tools use Pyffi and require Python 3.x. They are also available in a pre-configured portable package. The Blender version of Pose Converter is essentially an experimental tool that contains lots of weird ideas and experiments with modifying animations using the Blender API. It's...a bit weird and probably in dire need of an update. On the kgtools site, it is part of the Blender Scripts package. But, it's worth mentioning, my Blender tools are very finicky beasts that hasn't been updated in some time.
gerra6 Posted December 8, 2014 Author Posted December 8, 2014 I would like to understand if I installed it wrong. - I installed theKG version, but the only thing I found in blender is under Script - Object, I find Convert Pose 0.81 DEV. Is that correct? - After I run it on the source skeleton + animation, I press Save, it asks which bones, I press Select All, then it works some time and then nothing happens, it doesn't ask me for a file name - After I open the destination skeleton on a new project, I press Load and it doesn't ask me for the name of the file, it simply doesn't do anything. Start with the version located here: http://kgtools.org/tools-for-blender-2-49b/animation-kit/ That contains, among other tools, 'Convert Pose 0.81 Dev' Extract the contents into your /.blender/scripts/ folder *or* your custom scripts folder if you defined one in your custom settings. You should end up with, among other things, two folders that look like this: /.blender/scripts/kg/ /.blender/scripts/bpydata/ If they are not in the proper locations, then that might cause the issue you are describing.
Guest Posted December 8, 2014 Posted December 8, 2014 It is the same version I downloaded and already installed. And yes I confirm you the files are extracted in that location. However the behaviour when I tried to use it was what I described over. I could understand that "save" could not act correctly, because I'm using another armature which is not oblivion / fallout / skyrim and maybe it creates an error... But I can't understand why Load doesn't do anything. Shouldn't at least ask me what file I want to load?
gerra6 Posted December 8, 2014 Author Posted December 8, 2014 Ah, now I get it. Sorry about that. OK, Pose Converter is *weird*. Like, really weird. Basically, I was looking for a way to handle animation files given Niftools crankiness when asked to import animations into scenes with multiple armatures. It's very experimental, very crotchety, and prone to fits of anger. I really need to rebuild it more or less from scratch one of these days. Anyways, in order to do anything, Pose Converter needs one of two things as a starting point. Either it needs an animation currently loaded in the scene (armature with keyframes), or it needs to have previously saved an animation file in it's own funny little format. (It can't load kf etc. files directly) The specific options that you get will vary depending on the detected armature type, from a set of fairly generic options for an unknown armature type, to ones that contain custom capabilities that might be available for Skyrim, Fallout, or Oblivion armatures. Feel free to post the .blend file that you are working with. I might be able to figure out why things aren't working.
jojo77 Posted December 8, 2014 Posted December 8, 2014 Hi sorry for my bad english this is a google translation... I try to convert Oblivion kf animation file in Skyrim and Fallout 3 with your blender tool This oblivion file kf is a conversion from MikuMikuDance Conversion is fine in some part but I have some problem. -My animation for example is 3500 frame but script save only half of animation (But At start I add all 3500 frame in the Menù) -I can't save bone preset -The frame conversion of The Shoulder,Arm,Forearm and finger is different from original
gerra6 Posted December 8, 2014 Author Posted December 8, 2014 Yikes. OK, extract bone_util.py from the attached zip and overwrite the one in the .blender/scripts/kg/ folder That should fix the crash bug. Now, that won't do anything about the horrible fingers and some of the bones. That's a limitation of Pose converter. Basically, Pose Converter compares the orientation of the bones and then uses that to change the animation to convert it from one skeleton to another. This works extremely well for some bones and extremely poorly for others. Fingers are probably the worst. bone_util.7z
Nessa Posted December 8, 2014 Posted December 8, 2014 Yes, that is on his "to do" list. However, his list is rather long.... Too true. And I may be putting all of my projects on temporary hold sometime in the near future to focus on helping out the Blender Nifscripts project. If you have anything to do with getting nifscripts working on Max 2013 I will love you forever.
gerra6 Posted December 8, 2014 Author Posted December 8, 2014 Well, I keep *intending* to help over at the niftools project. But instead I always end up getting distracted by my stand-alone tools.
jojo77 Posted December 8, 2014 Posted December 8, 2014 Thanks the preset now work.I can save. But why I can't see all bone menu (The bottom part in the image) and I can't save all frame? However conversion is really fine the problem is only in the arm part and finger.
gerra6 Posted December 8, 2014 Author Posted December 8, 2014 Honestly, that's just vastly more frames with keyframes than I anticipated when I designed the tool. I *think* there's an option to simply have the tool import all of the frames rather than to select them individually. If so, then enabling that option should cause the tool to not list the frames, which is causing the problem you are seeing here.
jojo77 Posted December 8, 2014 Posted December 8, 2014 I understand thanks. So all this number is the frame. I tried to convert animation with 6000 frame I hope you can add more function in future.
gerra6 Posted December 8, 2014 Author Posted December 8, 2014 It looks like the kgtools package is missing some resource files. Here they are. That should restore some of the pose converter functionality. scripts.7z
Guest Posted December 8, 2014 Posted December 8, 2014 What are these options: - Add BB Breast animation - Add BB animation to selected bones Are they for Oblivion? EDIT: yeah sorry by the way the new package solved my problem, now I can Load and Save correctly, thank you very much
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