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Erandur

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Tiro

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  1. It's alive! It was just autodesk's exporter that was being annoying, I downloaded OpenCollada, and now it does work. It must be that it exports the bones differently though, since using it as a static structural mesh worked fine... The same skeleton file but with ColladaMax's file works fine! Thank you for your help with setting up the skeleton file Pureon!
  2. Collada: http://pastebin.com/zY4zSNKx Actor: http://pastebin.com/33cKUBT6 Re-exported the duck, so that's the version 3ds max spits out. At least that way I'm sure the mesh is intact, and that I didn't change the wrong things etc. And not sure if that's the actor file you wanted, because there's nothing in it really. And I haven't changed the skeleton file since my last post. Thank you for helping me!
  3. Mh, I can't figure it out. Would you, or anyone else, be kind enough to have a look for me? You shall be rewarded with a virtual rubber duck.
  4. I have this now <standard_skeleton title="Duck" id="Duck"> <bone name="Bone001"> </bone> </standard_skeleton> <skeleton title="3ds Max duck" target="Duck"> <identifier> <root>Duck</root> </identifier> <bone name="Duck_Bone001"> <target>Bone001</target> </bone> </skeleton> But still no results, re-exported the duck mesh, so that its bone is now called Duck_Bone001, hoping that would perhaps help, but no. However, I've noticed that in your collada file there's <node id="Armature" type="NODE"> Which I don't have, what is that exactly? I just made a single bone in Max to store my animations, never had to give the armature a name. Could I perhaps just add it to the .dae myself?
  5. Well, I tried adding something to skeleton.xml, but didn't quite help. In my Collada file, I found <visual_scene id="RootNode" name="RootNode"> <node id="Bone001" name="Bone001" type="JOINT"> So I added this to skeleton.xml <standard_skeleton title="Duck" id="Duck"> <bone name="Bone001"> </bone> </standard_skeleton> But without any success, did I miss something?
  6. Hah, yay, another xml file! Thanks for the help, I'll try it tomorrow then. And I'm using 3ds max.
  7. I'm trying to make a somewhat special mod, something in lines or rubber ducks fighting each other. So I tried using existing units as a template to create my first duck unit, however when I try to view the result, I just get an error. ERROR: art/meshes/skeletal/base02.dae: Exception caught while parsing a COLLADA document from file. ERROR: Could not load mesh 'art/meshes/skeletal/base02.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/base02.dae failed to load Does anybody know what may have been the cause? Does the engine have strict naming requirements for the bones perhaps? I hope not, it could be rpetty hard to give a rubber duck a biped skeleton.
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