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If you’re one of my Tier Patrons, you may have seen one of my animation tools in the making, designed to support cleaner body animation for BG3. I’ve now opened the post for every patron for free - https://www.patreon.com/AkELkA/posts/well-did-not-to-164053009 This is a new version. It no longer uses my Debug server and works as a standalone Blender addon for your convenience Addon in Optional files "AkELkA's Tools" - Blend Addon - GR2 LAB - Body Animation https://www.nexusmods.com/baldursgate3/mods/19475?tab=description GitHub - https://github.com/AkELkADDS/Blender_addons_AkELkA/tree/main/Blend%20Addon%20-%20GR2LAB/StandaloneInstall like most Blender addons - just select the zip in Blender in Preferences → Add-ons

I animate on an almost raw body base with my custom extra bones and IK Do not use the base that came from the addon with an animation already applied as your animation base. Instead, copy the animation to a glTF base or to whatever base you normally animate on At least, this is how I do it, so I know this workflow works - I’ve already made quite a few animations using it Requires Blender 5.2.0 or higher

TLDR Animation pipeline trough glTF has so many accumulated errors that Lenster and I ended up rebuilding almost the whole thing. We made a new import/export pipeline, added support for B-Splines, built a website that processes the conversions on the backend, and created a Blender addon to make the whole workflow as painless as possible. A video comparison showing how much body animation errors accumulate in the current glTF pipeline compared to our GR2Lab And that's only what's visible in Blender. Once you load the animation into the game, the errors become even more noticeable. In extreme cases, a character sitting on another character's hips can end up somewhere around their head. One of the biggest issues we found was that the game animations use B-Spline interpolation, while the importer evaluates them using linear interpolation (Lerp). That difference alone introduces a surprising amount of drift over the course of an animation, that's not all tho

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BG3 Body Animation Blend Addon - GR2 LAB

If you’re one of my Tier Patrons, you may have seen one of my animation tools in the making, designed to support cleaner body animation for BG3. I’ve now opened the post for every patron for free - https://www.patreon.com/AkELkA/posts/well-did-not-to-164053009 This is a new version. It no longer uses my Debug server and works as a standalone Blender addon for your convenience Addon in Optional files "AkELkA's Tools" - Blend Addon - GR2 LAB - Body Animation https://www.nexusmods.com/baldursgate3/mods/19475?tab=description Install like most Blender addons - just select the zip in Blender in Preferences → Add-ons ------------------------------------------------------------------------------------------------------------------------------------------------------ I animate on an almost raw body base with my custom extra bones and IK Do not use the base that came from the addon with an animation already applied as your animation base. Instead, copy the animation to a glTF base or to whatever base you normally animate on At least, this is how I do it, so I know this workflow works - I’ve already made quite a few animations using it Requires Blender 5.2.0 or higher ------------------------------------------------------------------------------------------------------------------------------------------------------ TLDR Animation pipeline trough glTF has so many accumulated errors that Lenster and I ended up rebuilding almost the whole thing. We made a new import/export pipeline, added support for B-Splines, built a website that processes the conversions on the backend, and created a Blender addon to make the whole workflow as painless as possible. A video comparison showing how much body animation errors accumulate in the current glTF pipeline compared to our GR2Lab And that's only what's visible in Blender. Once you load the animation into the game, the errors become even more noticeable. In extreme cases, a character sitting on another character's hips can end up somewhere around their head. One of the biggest issues we found was that the game animations use B-Spline interpolation, while the importer evaluates them using linear interpolation (Lerp). That difference alone introduces a surprising amount of drift over the course of an animation, that's not all tho ------------------------------------------------------------------------------------------------------------------------------------------------------ Music - my AI mix

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