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Wijitmaker

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Posts posted by Wijitmaker

  1. Well, I think I'm closer. I need to go to bed, but here is what I got. I now get this from the log:

    CSkeletonAnimManager::GetAnimation(art/animation/test/fisherman_paddling.dae): Loaded successfully

    But, then immediately afterward I get this:

    ERROR: Failed to find file: ""

    Odd... I don't know what its asking for.

    Here is my actor:

    <?xml version="1.0" encoding="utf-8"?>
    <actor version="1">
    <castshadow/>
    <group>
    <variant frequency="100" name="Base">
    <animations>
    <animation file="test/fisherman_paddling.dae" name="idle" speed="10"/>
    </animations>
    <mesh>test/fisherman_paddling.dae</mesh>
    </variant>
    </group>
    <material>player_trans.xml</material>
    </actor>

    Here is my revised skeleton:

    <skeleton title="Blender biped" target="biped">
    <identifier>
    <root>rig</root>
    </identifier>
    <bone name="root"><target>root</target>
    <bone name="DEF-hips"><target>pelvis</target>
    <bone name="DEF-spine"><target>spine</target>
    <bone name="DEF-ribs"><target>spine1</target>
    <bone name="DEF-neck"><target>neck</target>
    <bone name="DEF-head"><target>head</target>
    </bone>
    </bone>
    <bone name="DEF-shoulder_L"><target>l_clavicle</target>
    <bone name="DEF-upper_arm_L_01"><target>l_upperarm</target>
    <bone name="DEF-upper_arm_L_02">
    <bone name="DEF-forearm_L_01"><target>l_forearm</target>
    <bone name="DEF-forearm_L_02">
    <bone name="DEF-hand_L"><target>l_hand</target>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    <bone name="DEF-shoulder_R"><target>r_clavicle</target>
    <bone name="DEF-upper_arm_R_01"><target>r_upperarm</target>
    <bone name="DEF-upper_arm_R_02">
    <bone name="DEF-forearm_R_01"><target>r_forearm</target>
    <bone name="DEF-forearm_R_02">
    <bone name="DEF-hand_R"><target>r_hand</target>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    <bone name="DEF-thigh_L_01"><target>l_thigh</target>
    <bone name="DEF-thigh_L_02">
    <bone name="DEF-shin_L_01"><target>l_calf</target>
    <bone name="DEF-shin_L_02">
    <bone name="DEF-foot_L"><target>l_foot</target>
    <bone name="DEF-toe_L">
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    <bone name="DEF-thigh_R_01"><target>r_thigh</target>
    <bone name="DEF-thigh_R_02">
    <bone name="DEF-shin_R_01"><target>r_calf</target>
    <bone name="DEF-shin_R_02">
    <bone name="DEF-foot_R"><target>r_foot</target>
    <bone name="DEF-toe_R">
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </skeleton>

    What are the differences? I'm pointing to the sid= attribute instead of the name= attribute on the node. I believe the root is actually "rig" instead of what we had it before (root). I've added the 01 and 02 to the appropriate bones.

    Why sid? Because I was previously getting errors like this:

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_R_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_02'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_R_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-spine'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_02'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-hips'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-spine'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-ribs'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-hips'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-spine'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-ribs'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_02'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_02'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-hips'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-thigh_L_01'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-spine'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-ribs'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-spine'</p>

    <p class="error">ERROR: art/meshes/test/fisherman_paddling.dae: Vertex influenced by unrecognised bone 'DEF-hips'</p>

    etc... 724 in total (I think the number of vertex' in the model)

    Note the _ instead of the . separating the R/L and 01/02.

    Hopefully this stimulates some thoughts, I think we are almost there :)

  2. Wouldn't it be much easier to just make the rig by hand and match existing bipeds in the game? I think you would already be done :)

    That does sound easier, there is a lot of clutter in this rig :S

    Daniel try replacing the DEF- with ORG-

        <visual_scene id="Scene" name="Scene">
    <node>
    <node name="root">
    <node org="ORG-hips">
    <node org="ORG-spine">
    <node org="ORG-ribs">
    <node org="ORG-neck">
    <node org="ORG-head">
    </node>
    <node def="DEF-head">
    </node>
    </node>

    <node org="ORG-shoulder.L">
    <node org="ORG-upper_arm.L">
    <node org="ORG-forearm.L">
    <node org="ORG-hand.L">
    <node def="DEF-hand.L">
    </node>
    </node>
    <node def="DEF-forearm.L.01">
    </node>
    <node def="DEF-forearm.L.02">
    </node>
    </node>
    <node def="DEF-upper_arm.L.02">
    </node>
    </node>
    <node def="DEF-shoulder.L">
    </node>
    <node def="DEF-upper_arm.L.01">
    </node>

    <node name="upper_arm_pole.L">
    </node>
    </node>
    <node org="ORG-shoulder.R">
    <node org="ORG-upper_arm.R">
    <node org="ORG-forearm.R">
    <node org="ORG-hand.R">
    <node def="DEF-hand.R">
    </node>
    </node>
    <node def="DEF-forearm.R.01">
    </node>
    <node def="DEF-forearm.R.02">
    </node>
    </node>
    <node def="DEF-upper_arm.R.02">
    </node>
    </node>
    <node def="DEF-shoulder.R">
    </node>
    <node def="DEF-upper_arm.R.01">
    </node>

    <node name="upper_arm_pole.R">
    </node>
    </node>
    <node def="DEF-neck">
    </node>

    <node name="shoulder.L">
    </node>
    <node name="shoulder.R">
    </node>
    </node>
    <node def="DEF-ribs">
    </node>
    </node>
    <node org="ORG-thigh.L">
    <node org="ORG-shin.L">
    <node org="ORG-foot.L">
    <node org="ORG-toe.L">
    <node def="DEF-toe.L">
    </node>
    </node>
    <node def="DEF-foot.L">
    </node>
    </node>
    <node org="ORG-heel.L">
    <node org="ORG-heel.02.L">
    </node>
    </node>
    <node def="DEF-shin.L.01">
    </node>
    <node def="DEF-shin.L.02">
    </node>
    </node>
    <node def="DEF-thigh.L.02">
    </node>
    </node>
    <node org="ORG-thigh.R">
    <node org="ORG-shin.R">
    <node org="ORG-foot.R">
    <node org="ORG-toe.R">
    <node def="DEF-toe.R">
    </node>
    </node>
    <node def="DEF-foot.R">
    </node>
    </node>
    <node org="ORG-heel.R">
    <node org="ORG-heel.02.R">
    </node>
    </node>
    <node def="DEF-shin.R.01">
    </node>
    <node def="DEF-shin.R.02">
    </node>
    </node>
    <node def="DEF-thigh.R.02">
    </node>
    </node>
    <node def="DEF-spine">
    </node>
    <node def="DEF-thigh.L.01">
    </node>

    <node def="DEF-thigh.R.01">
    </node>

    </node>
    <node name="hand_ik.R">
    </node>
    <node name="VIS-hand_ik.R">
    </node>
    <node name="VIS-upper_arm_pole.R">
    </node>
    <node name="hand_ik.L">
    </node>
    <node name="VIS-hand_ik.L">
    </node>
    <node name="VIS-upper_arm_pole.L">
    </node>

    <node name="foot_ik.R">

    <node name="foot_roll.R">
    </node>
    <node name="thigh_pole.R">
    </node>
    </node>
    <node name="VIS-foot_ik.R">
    </node>
    <node name="VIS-thigh_pole.R">
    </node>
    <node name="foot_ik.L">

    <node name="foot_roll.L">
    </node>
    <node name="thigh_pole.L">
    </node>
    </node>
    <node name="VIS-foot_ik.L">
    </node>
    <node name="VIS-thigh_pole.L">
    </node>

    <node def="DEF-hips">
    </node>
    <node name="torso">
    <node name="ribs">

    </node>
    <node name="hips">


    </node>


    </node>
    </node>
    </node>

    Here is what the dae structure looks like simplified. Does blender have any documentation explaining further what the rig's setup is - what are the DEF, ORG, MCH, VIS supposed to mean? The problem with the DEF is that I don't understand the difference between the shin and forearm. Somtimes rigs have a 2 bone solution for that portion of the leg/bone to account for better motion with wrist rolls and angle twists. Maybe that is why? I'm not sure which one to pick - .01 or .02

    Ben, sorry to beat a dead horse on this... but could you explain why did you think it was DEF and not ORG (my head is a bit thick ;))

  3. Just did what you said. :)

    ERROR: art/meshes/skeletal/fisherman_paddling.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure"

    ERROR: Could not load mesh 'art/meshes/skeletal/fisherman_paddling.dae'

    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/fisherman_paddling.dae failed to load

    ERROR: Failed to build prop model "units/china/chin_fisherman.xml" on actor "fishing_ship"

    My .dae file is supposed only to provide the animation, not to work as a unit... It should take the current unit model and animate it...

    I think I'm getting lost again. :P But I did as you said.

    Did your animation file have a mesh included with it - or was it all bones? I remember seeing a mesh. There is no difference between a .dae file that was saved for mesh purposes and those that were saved for animation purposes. When you call the .dae file out as a mesh in the actor it only looks at the mesh information in the .dae file. When you call out animation file in the actor it only looks at the animation portion of the .dae.

    It looks like you still have an issue with the skeleton. Humor me and give me your fisherman_paddling.dae file - even though you think it is the same as the fisherman.dae file you posted earlier.

  4. Ok, taking a look here: file="infantry/general/forage.psa" & file="infantry/general/dude/dudeidle.psa"

    Those animations aren't going to work with your .dae file because they are intended to be used with the standard skeleton. Right now your using some sort of custom blender skeleton (which we need to fix in the future). So that is probably giving you an error. You also can't use m_pants_celt.dae because it is also using the default skeleton (not the custom blender skeleton you made).

    I doubt your prop points are going to work either. So lets just eliminate that questionable variable as well.

    So try this:

    1) Place fisherman_paddling.dae in the skeletal mesh folder (where m_pants_celt.dae resides).

    2) For testing purposes - change your actor to this:

    <?xml version="1.0" encoding="utf-8"?>
    <actor version="1">
    <castshadow/>
    <group>
    <variant frequency="100" name="Base">
    <animations>
    <animation file="fisherman_paddling.dae" name="Idle" speed="30"/>
    <animation file="fisherman_paddling.dae" name="Walk" speed="30"/>
    </animations>
    <mesh>skeletal/fisherman_paddling.dae</mesh>
    </variant>
    </group>
    <material>player_trans.xml</material>
    </actor>

    Line 393 doesn't help with the skeleton file either... odd. Let me know what your new error is (I'm sure you'll get one).

  5. Soo... the engine log doesn't give you any errors?

    Looking at this code again: http://www.wildfiregames.com/forum/index.php?showtopic=15552&view=findpost&p=233174

    DEF- doesn't seem to apply to root. Try taking it off root.

    Also note that the structure I have above was based on the ORG- heirarchy. I'm not certain that the DEF- is the same (should be). You also shouldn't have to create your own seperate standard biped - but I suppose it was worth a shot ;)

  6. Daniel, try Ben's suggestion. Example:

    <bone name="shoulder.L"><target>l_clavicle</target>

    Add "DEF-" like this:

    <bone name="DEF-shoulder.L"><target>l_clavicle</target>

    Or try "ORG-" or "MCH-"

    It is odd, because the other skeleton rigs from blender (BlenderChicken as an example) in the skeleton.xml file don't call these out.

    This last weekend I tried getting a .bvh out of Max and into Blender - no luck. I was trying to export a .fbx from Max into Motion builder - then exporting a .bvh from MB to Blender. Something isn't working right. I'll give it a shot next weekend again.

    Also, it would be helpful to describe any errors the engine throws out at you. Hopefully the engine error would be descriptive enough to tell us what is breaking.

    Michael - I would have no objections.

  7. Try this adding this to the skeleton.xml file and running it:

    <skeleton title="Blender biped" target="biped">
    <identifier>
    <root>root</root>
    </identifier>
    <bone name="root"><target>root</target>
    <bone name="hips"><target>pelvis</target>
    <bone name="spine"><target>spine</target>
    <bone name="ribs"><target>spine1</target>
    <bone name="neck"><target>neck</target>
    <bone name="head"><target>head</target>
    </bone>
    </bone>
    <bone name="shoulder.L"><target>l_clavicle</target>
    <bone name="upper_arm.L"><target>l_upperarm</target>
    <bone name="forearm.L"><target>l_forearm</target>
    <bone name="hand.L"><target>l_hand</target>
    </bone>
    </bone>
    </bone>
    </bone>
    <bone name="shoulder.R"><target>r_clavicle</target>
    <bone name="upper_arm.R"><target>r_upperarm</target>
    <bone name="forearm.R"><target>r_forearm</target>
    <bone name="hand.R"><target>r_hand</target>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    <bone name="thigh.L"><target>l_thigh</target>
    <bone name="shin.L"><target>l_calf</target>
    <bone name="foot.L"><target>l_foot</target>
    <bone name="toe.L">
    </bone>
    </bone>
    </bone>
    </bone>
    <bone name="thigh.R"><target>r_thigh</target>
    <bone name="shin.R"><target>r_calf</target>
    <bone name="foot.R"><target>r_foot</target>
    <bone name="toe.R">
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </bone>
    </skeleton>

  8. Ok, I parsed it and took out all the crap. I think it should look something like this. Now it just needs to be tagged and attributed correctly in the skeleton.xml file... then tested.

    Daniel, can you try that?

     <node name="root">          
    <node org="hips">
    <node org="spine">
    <node org="ribs">
    <node org="neck">
    <node org="head">
    </node>
    </node>
    <node org="shoulder.L">
    <node org="upper_arm.L">
    <node org="forearm.L">
    <node org="hand.L">
    </node>
    </node>
    </node>
    </node>
    <node org="shoulder.R">
    <node org="upper_arm.R">
    <node org="forearm.R">
    <node org="hand.R">
    </node>
    </node>
    </node>
    </node>
    </node>
    </node>
    <node org="thigh.L">
    <node org="shin.L">
    <node org="foot.L">
    <node org="toe.L">
    </node>
    </node>
    </node>
    </node>
    <node org="thigh.R">
    <node org="shin.R">
    <node org="foot.R">
    <node org="toe.R">
    </node>
    </node>
    </node>
    </node>
    </node>
    </node>

    A simple text editor with a find/replace tool does wonders.

  9. I took a look at the .dae file and I think this is your heirarchy. I haven't broken it down, but I think you can parse it out to structure it to fit the format of the skeleton.xml file:

            <node id="root" name="root" sid="root" type="JOINT">
    <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
    <node id="ORG-hips" name="ORG-hips" sid="ORG-hips" type="JOINT">
    <matrix sid="transform">0.7589318 -0.6500691 -0.037843 0.1240679 0.1070266 0.1818526 -0.9774838 -0.02004281 0.6423141 0.7377934 0.2075885 0.7182815 0 0 0 1</matrix>
    <node id="ORG-spine" name="ORG-spine" sid="ORG-spine" type="JOINT">
    <matrix sid="transform">0.9916308 0.1264929 -0.02585047 6.56139e-9 -0.1277934 0.9901559 -0.05710223 0.2047964 0.018373 0.05992787 0.9980336 -1.91813e-8 0 0 0 1</matrix>
    <node id="ORG-ribs" name="ORG-ribs" sid="ORG-ribs" type="JOINT">
    <matrix sid="transform">0.9975311 0.06741937 -0.01965901 -9.11243e-9 -0.06462044 0.9907976 0.11893 0.2268826 0.02749629 -0.1173661 0.9927081 -2.28689e-9 0 0 0 1</matrix>
    <node id="ORG-neck" name="ORG-neck" sid="ORG-neck" type="JOINT">
    <matrix sid="transform">0.9999999 -1.41539e-7 -3.45566e-8 -9.02138e-8 6.71868e-8 0.9386727 -0.3448088 0.4281983 3.06313e-8 0.3448089 0.938673 0.006611796 0 0 0 1</matrix>
    <node id="ORG-head" name="ORG-head" sid="ORG-head" type="JOINT">
    <matrix sid="transform">1 1.73875e-7 1.01019e-7 -7.52447e-8 -9.29939e-8 0.9595887 0.2814069 0.1282839 -4.23481e-9 -0.2814069 0.9595884 5.96277e-9 0 0 0 1</matrix>
    </node>
    <node id="DEF-head" name="DEF-head" sid="DEF-head" type="JOINT">
    <matrix sid="transform">1 1.73875e-7 1.01019e-7 -7.52447e-8 -9.29939e-8 0.9595887 0.2814069 0.1282839 -4.23481e-9 -0.2814069 0.9595884 5.96277e-9 0 0 0 1</matrix>
    </node>
    </node>
    <node id="MCH-neck_follow" name="MCH-neck.follow" sid="MCH-neck_follow" type="JOINT">
    <matrix sid="transform">0.9999999 -8.55131e-8 -6.23596e-8 -9.06438e-8 6.71868e-8 0.9977712 -0.06672576 0.4281983 3.06313e-8 0.06672576 0.9977714 0.00661181 0 0 0 1</matrix>
    <node id="neck" name="neck" sid="neck" type="JOINT">
    <matrix sid="transform">1 -3.41971e-8 6.80178e-10 -6.72165e-8 -1.25194e-8 0.9595886 -0.2814068 -8.56573e-9 -3.05695e-10 0.2814068 0.9595886 -1.42861e-8 0 0 0 1</matrix>
    <node id="MCH-neck_child" name="MCH-neck.child" sid="MCH-neck_child" type="JOINT">
    <matrix sid="transform">0.9999999 -1.47075e-8 5.97112e-8 -3.3204e-8 1.15612e-8 -0.2814068 0.9595885 -8.49566e-8 4.08466e-9 -0.9595885 -0.2814068 1.76835e-8 0 0 0 1</matrix>
    </node>
    </node>
    </node>
    <node id="MCH-head_socket1" name="MCH-head.socket1" sid="MCH-head_socket1" type="JOINT">
    <matrix sid="transform">0.9999999 -2.25221e-8 6.66751e-9 -9.06438e-8 -8.78518e-9 0.9977713 -0.06672563 0.4281983 -2.34613e-10 0.06672566 0.9977713 0.00661181 0 0 0 1</matrix>
    </node>
    <node id="ORG-shoulder_L" name="ORG-shoulder.L" sid="ORG-shoulder_L" type="JOINT">
    <matrix sid="transform">0.2496648 0.9270635 0.2796798 0.05514022 -0.06451811 -0.2722588 0.9600587 0.2958748 0.9661806 -0.2577372 -0.008160985 0.04718742 0 0 0 1</matrix>
    <node id="ORG-upper_arm_L" name="ORG-upper_arm.L" sid="ORG-upper_arm_L" type="JOINT">
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  10. No worries. My point is not just to get animations from blender into the game, but to make them compatible with the existing human biped model and animations so that everything is shared and can be used by any person with a variety of software (Max, Maya, Blender, XSI, etc...).

    Getting any old animation into the game from blender shouldn't be hard Pureon has done that many times - it is getting it to be cross compatible which is trickier.

    It would be foolish to start creating a whole new batch of unique humanoid animations that are using a blender specific model. Unless this team thinks it has the resources to replace all the existing animations an models to make it common.

  11. Ok, perhaps I can get the animation out as a .bvh file. This is generally a motion capture file type that is generated by some sort of motion capture device. Max takes that data and turns it into a .bip file, and that is what Character Studio uses as it's animation format.

    FYI there is a lot of .bvh files in our repository for you blender users to play with: http://trac.wildfiregames.com/browser/art/trunk/art/animation/resources/bvh

    I'll see if I can get an export of a .bvh from max to blender with some sort of script (or tools, I think there must be something out there on the web for this).

  12. I thought maybe the cubes would show you where the bone's joints should be located, and their size. I'll check out the .dae when I get home from work.

    Can a blender user answer the .FBX question? That could be a great format to transfer animation between Max and Blender.

  13. But since I'm not at home, I can't try to get an animation ingame. So I'll post the code here, if anyone could try it and see if it works, it would be really nice.
    Try exporting a .dae file and I think it could be used to read the names of the hierarchy structure as the .dae file sees it.
  14. I'm afraid the best I can do is get you an export of what it should be like. I'll try to figure out how to do that. Though it might be easier said than done... My 3ds Max isn't working at the moment and I think I have to reinstall windows to get it up. I've got some cdilla issues.

  15. Blender treats bones as a unique object, but i'm not quite sure what you mean by 'bones as a mesh' - could you link me to some info about that? Thanks for your help :)

    Well, this that max does that might be a max only feature. For example, if I created two simple boxes (similar to like what is started with when blender opens up each time) and if I linked one box to another box... this effectively creates a hierarchical structure of bones. If you re-sized these boxes you could make it more like the shape of an... arm for example. Max then allows you to apply a modifier called "skin" to the mesh you want to modify with animation and define this simple hierarchy of boxes as the 'bones'. That is one option, the other option is to actually use the bones object in max that help automate a lot of things for you like scaling and IK constraints.

    Does blender allow you to create a hierarchy out of geometry that could later be turned into "bones" that would allow you to rig your model and apply envelopes and vertex weights - or are you forced to use bones?

  16. Well, I took a look at blender tonight, and it looked as foreign to me today as it did 5 years ago. I was able to figure out how to import a .dae model (I picked one of the male tunics I think - they are all the same, so it doesn't matter). When I delete the mesh and look at the bone structure that was imported, it is awful. Bones aren't oriented correctly links are off... etc. I don't think the software's import is working so well.

    Anyway, there might be a way around that. Let me ask you blender guys this - can you make any object (geometry) a bone in blender or is a bone a unique sort of an object? If so, what I could do is export Character Studio's bones as a mesh and they could be imported and linked up in Blender later? The importer seems to do fine with geometry...

    post-3-0-49557900-1326951614_thumb.jpg

    Notice the bones orientation is off and the dotted line links between the bones. They look like one point is correct, but the other end of many of the bones in the spine area, the ends of the appendages, and the props are flying in the wind.

  17. Just an FYI, the tool that was used prior to Atlas to make maps (SCNed) had the ability to import a black and white height map. It would be nice to have this functionality restored, enabling users not just to plug in RMS generated height maps, but also real world height maps (both at a continent level and at a battlefield level).

    Bryce was a neat old tool used to generate some great height maps, having some cool features like erosion. May be worth a look.

    http://en.wikipedia.org/wiki/Bryce_%28software%29 (looks like there might be a free limited version out there?)

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