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Maybe this is a strange question, however, how did you get the "Animation" attribute in the Graph? When I set the keys, I get only attributes like rotate, scale, etc.
Select your 'root' bone and click 'Add Animation Attr' in the exporter. You can then add states to the Animation Attribute by going into menu bar Modify - > Edit Attributes. It can then be animated just the same as rotate and scale.
 
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Select your 'root' bone and click 'Add Animation Attr' in the exporter. You can then add states to the Animation Attribute by going into menu bar Modify - > Edit Attributes. It can then be animated just the same as rotate and scale.
Nope, it is not working. The plugin gives an error "line 136: Found no animations to add". I wrote about this below, just thought that the Animation attribute in the http://forumcontent.paradoxplaza.com/public/168932/Mayascreen0A.jpg goes from Maya, not from the plugin.
 
Nope, it is not working. The plugin gives an error "line 136: Found no animations to add". I wrote about this below, just thought that the Animation attribute in the https://forumcontent.paradoxplaza.com/public/168932/Mayascreen0A.jpg goes from Maya, not from the plugin.

They come from the plugin where you specify "animations" in the clausewitz.txt file found in Documents and Settings/Paradox Interactive/PdxExporter/clausewitz.txt.

I still have little success having it appear in game though. The problem still lies in incorrect entry within 00_species_classes.txt and 00_potrait.txt entries that I added in.
Or the problem could be from which X Y Z axis the mesh should've been facing in Maya as the front.

Would appreciate if someone can share their entries in those .txt files to make it work!

I have been checking your files pretty thoroughly, and I finally got it to work! The .txt files worked fine, but what made it invisible was something to do with the mesh planes in Maya. They had a lot of history left, but deleting it with "delete history" didn't work, however what did work was to create a new mesh. So there's probably something in those meshes that's messing the scene up in some way. You can try to just delete them and create some new quick meshes to test it. Then if it works you can model them into the meshes you want.
 
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Sorry for the late reply, been busy with something else.
I have been checking your files pretty thoroughly, and I finally got it to work! The .txt files worked fine, but what made it invisible was something to do with the mesh planes in Maya. They had a lot of history left, but deleting it with "delete history" didn't work, however what did work was to create a new mesh. So there's probably something in those meshes that's messing the scene up in some way. You can try to just delete them and create some new quick meshes to test it. Then if it works you can model them into the meshes you want.
Aha! I will look into this. Thanks!
 
I want to add a UV offset in my animation but I can't get it to work. Exporting animation files works so far, except this attribute.
Tried it manually via tweaking the UV position and keying the frames and driven keys via the joints.
Am I only allowed to change the xyz position, scaling and rotation? This is for ships but I guess there is not much difference between portraits and ships.
I've seen uv_animation_speed and uv_animation_direction in the \gfx\models\ships\extra_dimensional_01\_extra_dimensional_entities.asset file and thought it might be possible at least.
 
I think I'm pretty close to pulling off a working portrait in Stellaris (Bare in mind this is a fairly rough draft, the final portraits will be much more detailled, and brighter coloured)

I managed to import a working, ultra simple animated portrait to confirm the process is working, even though it was basically just the texture set to wobble about like a weebl.
https://gfycat.com/RecklessSlushyBoa

I've then tried a couple times to rig the portrait and make it work for real.

The first try got it to import but the render order was all out of whack because it was all one mesh, not a set of meshes with a hierarchy.
https://gfycat.com/DizzySoggyDuiker

The next couple of tries inexplicably kept imploding on itself when imported and gave a bunch of errors in the exporter. The most recent try has errant vertices that appear to be weighted incorrectly after export, but appears fine in Maya; I think this is arising from the history order and tweaks made after the weights were rigged. (I had never used Maya until 3 days ago, so this has been a cliff-like learning curve)

I'm gonna have another go at re-rigging it tonight. Fingers crossed?


EDIT: Turned out the problem was with the skeleton, not the mesh/weights. GG.

EDIT 2: However Maya keeps crashing at the drop of a hat whenever I move the animation timeline...

EDIT 3: Seems to be something about the skeleton is corrupt. Making a test skeleton and leaving it to animate doesn't cause problems. Time to rip out the skeleton and re-rig it... again.

EDIT 4: The problem it turns out is the animation property o_O
 
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I think I'm pretty close to pulling off a working portrait in Stellaris (Bare in mind this is a fairly rough draft, the final portraits will be much more detailled, and brighter coloured)

I managed to import a working, ultra simple animated portrait to confirm the process is working, even though it was basically just the texture set to wobble about like a weebl.
https://gfycat.com/RecklessSlushyBoa

I've then tried a couple times to rig the portrait and make it work for real.

The first try got it to import but the render order was all out of whack because it was all one mesh, not a set of meshes with a hierarchy.
https://gfycat.com/DizzySoggyDuiker

The next couple of tries inexplicably kept imploding on itself when imported and gave a bunch of errors in the exporter. The most recent try has errant vertices that appear to be weighted incorrectly after export, but appears fine in Maya; I think this is arising from the history order and tweaks made after the weights were rigged. (I had never used Maya until 3 days ago, so this has been a cliff-like learning curve)

I'm gonna have another go at re-rigging it tonight. Fingers crossed?


EDIT: Turned out the problem was with the skeleton, not the mesh/weights. GG.

EDIT 2: However Maya keeps crashing at the drop of a hat whenever I move the animation timeline...

EDIT 3: Seems to be something about the skeleton is corrupt. Making a test skeleton and leaving it to animate doesn't cause problems. Time to rip out the skeleton and re-rig it... again.

EDIT 4: The problem it turns out is the animation property o_O

Once again the trailblazer! I'd greatly appreciate it if you'd toss up a tutorial for the Maya bits once everything's up and working. My Peglaci have been looking a bit stiff, and I've been trying to get them animated since the game came out!
 
I want to add a UV offset in my animation but I can't get it to work. Exporting animation files works so far, except this attribute.
Tried it manually via tweaking the UV position and keying the frames and driven keys via the joints.
Am I only allowed to change the xyz position, scaling and rotation? This is for ships but I guess there is not much difference between portraits and ships.
I've seen uv_animation_speed and uv_animation_direction in the \gfx\models\ships\extra_dimensional_01\_extra_dimensional_entities.asset file and thought it might be possible at least.

I'm not quite sure what exactly you mean with a UV offset, but if you mean a UV animation you need to have a certain shader for those parts called "PdxMeshAlphaAdditiveAnimateUV". This will however also be an alpha additive shader with a static alpha channel, if you want a moving alpha channel the shader is "PdxMeshAlphaAdditiveAnimateUVAlpha".

This can however cause problems if you have it in the same scene as other meshes with other shaders, so to prevent this you need to attach them in script. So basically you need to create two different entities and attach them with the attribute "attach" (see below). Then to actually animate it you add the "game_data" attribute in the entity that has the animateUV shader.

attach = { root = "animated_UV_entity" }

game_data = {
uv_animation_speed = 0.25
uv_animation_direction = { 0.0 -1.0 }
}
 
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Thank you! I will try these shaders.
The UV offset is indeed meant as an animation, being, some parts of a mesh change the uv coordinates on a trigger from position A to B.
Is there by chance a list of shaders or a possibility to generate one in the console?

I see! I can't come up with a way of doing that by using animated UVs, but if you figure it out it would be interesting to know.

Creating your own shaders is somewhat hard, but if you want to give it a shot you can find the shaders in gfx/FX/pdxmesh.shader (open with text editor such as Notepad++).
You can either use the ones there or copy/create your own. Altohugh, after you have created your own shader you need to add an "effect" for the materials used in it and can be found at the bottom of the file mentioned above.
 
I'm having some weird issues with exporting my portrait from Maya.

When in maya, the animation works, and looks like this: https://gfycat.com/CleanGoodCivet
However in the previewer, it comes out like this: https://gfycat.com/DisgustingFalseAnchovy
And in game, this happens: https://gfycat.com/TestyBasicFireant
my asset and gfx files (they're a bit messy and a few things might be redundant due to me copying stuff from portraits in the base game and from mods in an effort to figure out the issue):
_mizutsune_portrait_animations.asset: http://pastebin.com/cUiMswbB
_mizutsune_portrait_entities.asset: http://pastebin.com/k3xJn8zi
_mizutsune_portrait_meshes.gfx: http://pastebin.com/mk1Ab8if

also my portrait and class files:
mizutsune_portraits.txt: http://pastebin.com/p2EFnn2x
00_mizutsune_species_classes.txt: http://pastebin.com/JXjZbmTE

I'd appreciate any help that y'all could give

edit: after experimentation, creating a new portrait without a skeleton exports the entire thing. However exporting with a skeleton that has been skinned and animated brings me back to the previewer problem. So whatever the previewer issue is seems to do with the skeleton, animation, and/or export settings associated with them.

edit2: turned off skeleton export and the entire portrait exports, sans animation.

edit3: after looking at the joints in the channel box/layer editor, I noticed that the joints that I'm having issues with are ones with bindPose at the top of the list, which is consistent with the issue that RyuujinZero was having in the OP of this thread: https://forum.paradoxplaza.com/foru...rtrait-export-woes-and-bindpose-issue.947083/
as far as I'm aware, there is no fix.

edit4: uh, turns out I'm an idiot, check my reply below to K-vald for details

exciting things about an avali mod
I can't wait to play as fluffy space raptors!
 
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What I can find from your files is that you appear to have double animation attribute input. The animation is both in your _animation.asset file and also in the _entities.asset file. Not sure if this can be the problem however, but worth trying to remove one of them, otherwise I think it appears to look correct.

Can you take a screenshot of your exporter settings?

Disregard the previewer, it will have some trouble finding the textures problably.

What happens if you create a new simple rig with just one or two joints?
 
What I can find from your files is that you appear to have double animation attribute input. The animation is both in your _animation.asset file and also in the _entities.asset file. Not sure if this can be the problem however, but worth trying to remove one of them, otherwise I think it appears to look correct.

Can you take a screenshot of your exporter settings?

Disregard the previewer, it will have some trouble finding the textures problably.

What happens if you create a new simple rig with just one or two joints?

Oh hey, thanks for replying, at this point I have it fixed though. Props to Monotonical and Libratus on reddit for helping me with it. The first problem was that I made a stupid mistake and had the game searching for the .mesh file under the wrong name in one of my scripts. That was what was keeping it from showing up in game.

The second was that I had the root joint skinned to the mesh. For those of you who are having trouble with funky looking portraits, make sure the root joint has absolutely no influence on the animations in the mesh. After that I still had a few squished meshes, but I added a few joints and weighted the vertices that were getting squished to conform to those joints.
 
Hi, when I try to use the Paradox Exporter and follow the guide/instructions for editing the Clauswitz.txt file, my file looks like this:

Code:
[stellaris]
    animation s 1 "planet_rotation" "sad" "sad2" "idle" "idle2"
    material s 10 "PdxMeshShip" "PdxMeshTerra" "PdxMeshPlanet" "PdxMeshStar" "PdxMeshAtmosphere" "PdxMeshClouds" "PdxMeshFleetTypeIndicator" "PdxMeshAlphaAdditive" "PdxMeshTextureAtlas" "PdxMeshAlphaBlend" "PdxMeshPortrait" "PdxMeshPortraitClothes" "PdxMeshPortraitHair"
    path s 1 "E:/Projects/Stellaris Modding"
    target_exe s 1 "C:/SteamLibrary/SteamApps/common/Stellaris/stellaris.exe"

But the additional shaders and animations do not show up. What are they for? Do I need those extra words to export animations from Maya? Do they have to be exactly the same? Do I need to edit this file for different assets with different animations? Can animations exist in the file but not in maya?

What should "path s 1" be? Do a temporary working directory that I copy to my mod folder? I notice some people have different numbers in "s 1" what do they signify?

EDIT: Aha! So I think the numbers signify the number of elements for the property, gotcha and that's why my new ones weren't showing up.
 
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