I've updated the exporter with the latest (WIP) version which should be able to convert stuff exported from Blender properly now.

Some notes:
  • Most of the options don't work yet, so don't check/uncheck stuff if you don't need to.
  • D:OS sometimes crashes when importing meshes that have no skeleton. The "Create dummy skeleton" is a workaround option for this, that generates a skeleton with a single dummy bone.
  • Some tools (eg. Blender) export Collada files with Z as the up vector. GR2 uses an Y-up system, so we need to convert between the two; this is what the "Apply basis transformation" option does. It is preferred that you export COLLADA in Y-up though if possible (eg. 3ds Max exporters support this).
  • Animation import/export is currently very rudimentary and experimental, so expect strange jittering there.


Lastly, animations may break when reimporting the mesh.
This is caused by art tools (eg. Blender, maybe others too) subtly changing the transformation matrices of the skeleton joints. Although the transformations they export is correct, the animations in the game expect the rotation/translation values of the binding pose to be exactly what they were when the original mesh was exported. If this is not the case, the animations will change these values in an incorrect way and this results in corrupted animations.

The "Conform to skeleton:" option copies the bind pose from the specified GR2 file. (You should select the *original* GR2 file that you exported from the game here)
This fixed animations in all tested cases so far.