man_s_our Posted October 14, 2023 Report Share Posted October 14, 2023 I edited some meshes using blender to resize them to half in order to generate ones for human and animal infants. when I tested the mesh on an archer I found it instead of changing the size of actor it just made it look ugly. what am I doing wrong here. here is a screenshot showing the comparison: 1 Quote Link to comment Share on other sites More sharing options...
man_s_our Posted October 31, 2023 Author Report Share Posted October 31, 2023 I found this happens due to animation variants. but resizing those is hard in blender. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 31, 2023 Report Share Posted October 31, 2023 8 hours ago, man_s_our said: I found this happens due to animation variants. but resizing those is hard in blender. Right, a different sized boned object would need its own animations. Currently the engine can't scale animations. Quote Link to comment Share on other sites More sharing options...
man_s_our Posted October 31, 2023 Author Report Share Posted October 31, 2023 6 hours ago, wowgetoffyourcellphone said: Right, a different sized boned object would need its own animations. Currently the engine can't scale animations. I manged to resize all required models. but now the attachment point "head" is located in the stomach. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 1, 2023 Report Share Posted November 1, 2023 2 hours ago, man_s_our said: I manged to resize all required models. but now the attachment point "head" is located in the stomach. Yeah, it's using the skeleton of a smaller object Quote Link to comment Share on other sites More sharing options...
man_s_our Posted November 1, 2023 Author Report Share Posted November 1, 2023 6 hours ago, wowgetoffyourcellphone said: Yeah, it's using the skeleton of a smaller object I meant I resized the animations too. but I got that problem of attachments. or do you mean there is third thing to be done? Quote Link to comment Share on other sites More sharing options...
man_s_our Posted November 1, 2023 Author Report Share Posted November 1, 2023 I found that some how only first frame applied the resize. despite that I explicitly resized the animations frame per frame (and this was very hard since both my CPU and GPU are @#$%). 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted November 1, 2023 Report Share Posted November 1, 2023 Some blender exporters have a scale factor, might try exporting and re-importing using one of those formats as a quick hack. Never tried myself so might not work. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 1, 2023 Report Share Posted November 1, 2023 IIRC @Stan` said resizing is just not possible. I don't know how realistic it is to expect it in the engine, but good luck with your hacking efforts. Quote Link to comment Share on other sites More sharing options...
man_s_our Posted November 2, 2023 Author Report Share Posted November 2, 2023 20 hours ago, hyperion said: Some blender exporters have a scale factor, might try exporting and re-importing using one of those formats as a quick hack. Never tried myself so might not work. if I had good sources to learn about collada files structure I may one day make a tool for fast dae scale and such Quote Link to comment Share on other sites More sharing options...
hyperion Posted November 3, 2023 Report Share Posted November 3, 2023 https://www.khronos.org/files/collada_spec_1_5.pdf But I suspect Blender has the required code, it's just not wired up for the colada exporter. Did you try fbx for example, did it work? Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 4, 2023 Report Share Posted November 4, 2023 The problem is not with Blender. The PSA and PMD format ignore all scaling parameters (other than maybe units) usually you have to apply scale (ctrl + A) depending on whether you do it on meshes and armatures results may vary. Generally speaking exporting scaled animations usually results in bad things. The docs about exporting recommend avoiding it. Now in theory you can still do it carefully. For your scaled mesh you have to reexport every single animation as it if it was a new object. So for bipeds that means exporting 200 files probably. It's somewhat easy to make a python script to automate it, but there might be some constraints that do not work between anims. 1 1 Quote Link to comment Share on other sites More sharing options...
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