Literally no exports work. Like, you go to File > Export and they don't even show up. Well, the .frm one does iirc but it doesn't actually work.
I'd write my own function, but I'm not the best with python; haven't done it in over a year now. It'll take me a while to get back into the swing of things. Most of my focus has been SPARC and x86_64 assembly code this year.
Maybe I'll get around to it later.
Hm. I switched to using the PMG to MQO converter, since that works well enough. Now I'm getting the common "disconnected PMG" problem I posted about in skin mods. Still kinda stumped on it. HxD didn't reveal anything exciting, either.
I'd help if I weren't a total newb when it comes to actually making mods. Maybe I'll be experienced enough in six months or so.
Loading an animation in blender?
I load the .frm, the .pmg and then the .ani using the three python files at the link you provided.
Then I hit play.
It doesn't link up correctly. The .pmg doesn't move and only a few of the framework bones move - Erratically and incorrectly.
So yes, I "loaded" an animation in blender. It didn't do anything useful, though.
Animations don't work.
I've said a couple of times now, that I'm (apparently) the one who will be working out how the data is used, and Tachi will probably update his scripts when I do.
Which is why the imports look like a mess.
The FRM export should work, but it has to spam generate a hash table IIRC, so I think it takes a couple of tries. I forget every time Tachi tells me the specifics, but I recall that it IS supposed to work.
Making mods is easy enough, or I should say, WAS easy enough, back when these original tools worked.
They're more than 5 years old, so the fact that they worked for this long is pretty impressive, but they now need updating. Which isn't likely, since there's very few people who actually create anything here.
The MQO converter cannot make clothing by the way, since it breaks joints when it converts. (minor(local) Matrix * bone major(global) matrix = location)
Original:
Converted to MQO and back:
If you're using a base model though, you could probably fix that by copying the values, but you can't create anything from scratch without working out matrices.
As I've said before, don't hold your breath on animations, I'm looking for seriously improved performance from my mesh rendering before I move onto that.