woefulwolf / nier2blender2nier Goto Github PK
View Code? Open in Web Editor NEWImport/Export WMB/WTP/WTA/DAT/DTT/LAY/COL files for NieR:Automata
License: GNU General Public License v3.0
Import/Export WMB/WTP/WTA/DAT/DTT/LAY/COL files for NieR:Automata
License: GNU General Public License v3.0
Can you make it compatible with other PlatinumGames like Metal Gear Rising: Revengeance, Bayonetta and others?
I know the formats are considerably different depending on the game but at least would it be possible?
just to reopen the discussion
honestly I don't know anything about programming but I reopen this here just to leave some samples to take a look at I know it's not a priority but I'll leave it anyway
Metal Gear Rising: Revengeance Samples
Samples
Bayonetta Samples
(Missing) I'll put it later
Bayonetta2 Samples
(Missing) I'll put it later
Python: Traceback (most recent call last):
File "C:\Users\Far\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\NieR2Blender2NieR-master\dat_dtt\importer\datImportOperator.py", line 91, in execute
return importDtt(self.only_extract, self.filepath)
File "C:\Users\Far\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\NieR2Blender2NieR-master\dat_dtt\importer\datImportOperator.py", line 46, in importDtt
wmb_importer.main(only_extract, wmb_filepath)
File "C:\Users\Far\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\NieR2Blender2NieR-master\wmb\importer\wmb_importer.py", line 685, in main
if has_bone:
AttributeError: 'WMB3' object has no attribute 'hasBone'
New DAT packer generates hashmap which does not work with certain files.
Most specifically DATs with large amounts of .mot (animation) files inside.
Haven't identified the exact issue causing this, but I have a temporary workaround:
https://github.com/WoefulWolf/NieR2Blender2NieR/tree/7e31a6ea6b35654d330ecfcf5a241e8eb99ca630
(fallback to old DAT packer method using .metadata
files.)
I ran into a few issues when trying to import a few map files(wd1)
After importing the file everything seemed to work fine. But after I save the blend file and open it again, two issues occur.
First is that the file cannot find the collections linked from the files in the wmb asset library. I get an error that says something like
"Cannot find collection "bg008e_linked" in "bg008e.blend" and the linked files disappear from the blend file
So basically the file now looks for a collections named "(filename)_linked" in the linked blend files from the asset library, which none of them have.
I fixed this by changing this line of code:
(lay_importer.py line 172) linkedCollName = f"{modelName}_linked"
to this
linkedCollName = modelName
I dont know if there was a reason for adding "_linked", but so far I havent had issues related to this?(ofc I havent messed around very much to say for sure)
The second issue is that all the linked files will be rotated 90 degrees on the X axis, and I would have to rotate them back manually to get them back to how they are supposed to be, which is mildly annoying at best.
I noticed that the files in the asset library are also rotated 90 degrees on the X axis by default, and rotating those manually back to 0 degrees seems to fix this issue, but it feels like I shouldn't have to do that
A strange thing I noticed is that if I import the dtt map file, the linked assets will be rotated correctly until I save and reload the blend file, while if I import the .lay file directly the assets will be rotated wrong from the start.
P.S. I am using an older version of blender(2.92), so maybe that is the reason for these, but I would appreciate if you could take a look yourself
I'm trying to replace a model in MGRR and whenever I try to use the export as wmb option (from the mgrr branch) it throws the error:
Python: Traceback (most recent call last):
File "C:\Users\Jonah\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\NieR2Blender2NieR-mgrr\wmb\exporter\wmbExportOperator.py", line 67, in execute
bpy.data.collections['WMB'].all_objects[0].select_set(True)
KeyError: 'bpy_prop_collection[key]: key "WMB" not found'
What can I do to resolve this?
✔️ Option to automatically calculate needed data for additional bone coordinates (on export probably)
I can export the model, but the texture cannot be opened, I think the texture is not exported correctly!
The game is the Switch version of Nier
Can this be solved?
I'm attempting to export a model, but whatever I try always gives me the same error. I've tried a complete character model and even just a cube, on both the master and mgrr branches, but every time it gives me this error:
Python: Traceback (most recent call last):
File "(path to blender)\Blender\3.6\scripts\addons\NieR2Blender2NieR-master\dat_dtt\exporter\dat_dtt_ui_manager.py", line 272, in execute
triangulate_meshes("WMB")
File "(path to blender)\Blender\3.6\scripts\addons\NieR2Blender2NieR-master\utils\util.py", line 172, in triangulate_meshes
for obj in bpy.data.collections[collection].all_objects:
KeyError: 'bpy_prop_collection[key]: key "WMB" not found'
Is there a fix for this, or is it an issue with the version of blender I'm using, or an issue of that sort?
This message pops up whenever I try to export a fbx (with bones) as a wmb file (using the exporter from the MGRR branch).
Any idea why this is happening and how to fix it?
Thanks for your great work!
I meet some problems with the mot bulk import.
Version: blender3.6.5
Branch: custom_bones
What I do:
Result:
Only one animation was imported, and it seems to be the last one.
The number of imports is correct in the syslog, but there seems to be only one in blender.
I'm new to blender and it's possible that I'm doing something wrong to cause this. I would appreciate it if you could reply to my question.
Hello animation support ? any way to load animations ?
Hello any way adding custom physics on characters ?
How add custom bones ? ( NieR2Blender2NieR custom bones )
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