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Hah thanks. Still needs a bit of work to make the colours look just right. I like your legionaire, is he a pioneer or could they all have beards in WW2?
 
Thanks for the screenshots guys, that helped narrow it down. I was at least able to identify the problem correctly (if anyone's interested, it appears that the Clausewitz engine uses a Y-up, left-handed 3D coordinate system... whereas Maya uses Y-up, right-handed system. So everything needs to be corrected on import and export)
coordinate-systems.jpg

I'm confident I've solved it this time. (hopefully... :rolleyes:)
Let me know how it tests out, I've had good results with importing a skeleton from EU4 then exporting it again.
 

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I have problem which I think the exporter caused. When I make a new model and put into the the game it seems to be great. But when it is in combat the hands of the models seem to explode. Does somebody why this is happening?
 
@ross-g

I used only vanilla models to be sure it is not because of a mistake I made. And when I export the british vanilla model with your exporter I get this:
https://www.dropbox.com/s/wh8urfbhs1p4mi6/wrong.png?dl=0

It has probably something to do with orientation int the right hand or something like that. Is there a way to fix this.
Note: The bug only appears in combat. Not in the working animations for some reason
 
What exactly did you do to get that result? You've said that you exported the British model with my exporter ... but I didn't finish writing the export code yet o_O so what do you mean by that? Describe your process please.

Is it only happening with the attack animation, and not walks or idles then? This isn't something I can test, because I don't own HoI4 but it looks like a skinning problem that shows up during that specific animation.


@luluboss @SaintDaveUK - do you guys have this same problem with models during the attack animation?
 
@ross-g Yeah I mean your importer. Not exporter. And what do you mean by skinning problem? I took your skeleton, turned the model i imported with your importer by 180° and bound the mesh to the skeleton. After that I just exported it as usual.
 
I took your skeleton, turned the model i imported with your importer by 180° and bound the mesh to the skeleton.

This is the problem.

Skinning is what happens when you bind a mesh to the skeleton. The skeleton I posted was imported correctly as I had fixed my tool on my machine, but you cannot import the model and just turn it around by 180 degrees. That's what's causing the problem I believe.


I will update the tool and post it to the forum this weekend as I have now finished writing the animation importer too.
 
@ross-g Okay I think I know what the problem is. For some strange reason paradox decided to name all animations GER_xyz.anim except for the USA. Only they have their own animations. And that's why the models explode because the game tries to apply the USA animations but the model is designed for GER animations
 
@ross-g Okay another proplem occured. Since only the German skeleton seems to work I use only the german skeleton. There is a problem with the binding though. The legs of the mesh seem to bind to the middle root which causes the legs to be always connected to the center
 

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