Shield Bearer Posted June 23, 2012 Report Share Posted June 23, 2012 Hmmm...If custom bone shapes have been used in Max, then I think the bones in Blender match perfectly to them. Here's an image:We can apply the custom shapes to our bones in Blender using the geometry provided by you However, when I tried exporting it and loading it in Atlas, it said the skeleton file is not recognizable :/ Maybe someone with more experience can check it out?EDIT: If needed I can commit my files. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 23, 2012 Report Share Posted June 23, 2012 That is great! Maybe I could take a look at the .dae it exports and help get a skeleton created in xml for it. Would you mind posting the blender and .dae file your trying to export? Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 23, 2012 Report Share Posted June 23, 2012 Sure, hereya go dudex model.zip Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 23, 2012 Report Share Posted June 23, 2012 I guess I must warn you, I've added a few verts around the shoulder joints. I can return it back to its original state if needed though EDIT: Can we move discussion here? Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted June 23, 2012 Author Report Share Posted June 23, 2012 I noticed that I have mod powers, so I moved it for you Quote Link to comment Share on other sites More sharing options...
Pureon Posted June 24, 2012 Report Share Posted June 24, 2012 Then I'll see if I can learn blender enough to get a template created. I'll probably need some help at some point, and I'll ask Zaggy for some assistance.We're on IRC most days at some point. Ask away Quote Link to comment Share on other sites More sharing options...
feneur Posted June 24, 2012 Report Share Posted June 24, 2012 Maybe it should be mentioned that the channel is #0ad-dev in case Jason doesn't know, it was #wfg while he was more active Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 25, 2012 Report Share Posted June 25, 2012 Thanks guys, I had a chance to work on this a bit and I think I've found some success. The files you posted Amish had that same odd error I was getting before with the bones shooting out the back of the unit. So, I didn't spend to much time with those. I'm sure the edits you made to the mesh were an improvement. I can take a close look at those later. I wanted to focus on getting the skeleton structure into blender though. And I think I sort of got it...Check out this file, it contains a .blend file and a .DAE file. I exported the .DAE from 3ds Max version R7 with the plugin recommended on our trac wiki. Then I imported it into Blender 2.59 which Ben suggested might work better. It seemed to work! The only problem in the animation is in the root of the animation. It also did some weird things with the bones still. They look like points and not bones in many places. But, maybe there is something in blender to alter their appearances? Please check out the files though in your version of blender. Maybe there might be hope in getting this to work! Unfortunately I can't figure out how to add attachments (maybe I'm over my limit?). So, I'll email the file to Erik, and he can post it. Quote Link to comment Share on other sites More sharing options...
feneur Posted June 25, 2012 Report Share Posted June 25, 2012 Hmm, did you click on the More Reply Options button? That takes you to a page where you can do more things, including attaching files.Please take a look if you can, otherwise I'll take a look at your permissions when I get home blender_2.59.zip Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 25, 2012 Report Share Posted June 25, 2012 Ah, yep... that was it! I thought it had something to do with the new "My Media" button - but I guess it doesn't. Cool, thanks Erik - I think I'm good Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 26, 2012 Report Share Posted June 26, 2012 It seems that the bones have been scaled down, but if you zoom in they still look like the other bones Everything seems to work though. Pureon, can you check it out? Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 26, 2012 Report Share Posted June 26, 2012 Everything seems to work though Great! Do you think the mini bones would be hard to lengthen without disrupting the skeleton/rig? Quote Link to comment Share on other sites More sharing options...
Pureon Posted June 26, 2012 Report Share Posted June 26, 2012 It looks like the model is animated well in Blender, however I wonder if the scale of the unit is correct. The origin of the model is below the right arm, which could be a mistake. Sorry spotted this too late to test further today. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 27, 2012 Report Share Posted June 27, 2012 I think those are the major problems, if we can solve them then I believe we might get it to work. Don't know much about it so I can't say much :/ Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted June 28, 2012 Report Share Posted June 28, 2012 I just imported it and cleared the location and rotation of the bones (go in pose mode, select all the bones and press Alt-G and Alt-R), and now the origin is in the right place, though it looks like these bones are like what I used to get when trying to import the DAEs.Also, you should probably just delete everything but the mesh and the armature, since I don't think those extra objects have any purpose. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 29, 2012 Report Share Posted June 29, 2012 Have you tried importing it into the game? Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 29, 2012 Report Share Posted June 29, 2012 Okay, here's what I get when I imported the model, clearing the location and rotation and centering the object origin: Quote Link to comment Share on other sites More sharing options...
Pureon Posted June 29, 2012 Report Share Posted June 29, 2012 Were the 'r_hand' and 'shield' bones selected when exporting? Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted June 29, 2012 Report Share Posted June 29, 2012 I selected the mesh first and then the armature, with the 'r_hand' and 'shield' bones.EDIT: I just realized that there are no bones for the shins or the fore-arm :/ Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted June 29, 2012 Report Share Posted June 29, 2012 I just imported it and cleared the location and rotation of the bones (go in pose mode, select all the bones and press Alt-G and Alt-R), and now the origin is in the right place, though it looks like these bones are like what I used to get when trying to import the DAEs.Also, you should probably just delete everything but the mesh and the armature, since I don't think those extra objects have any purpose.Nice! Could I get a copy of that .blend file after you fixed the origin. I'm not sure what your looking at deleting, but I don't think you want to delete the prop points for the model. So just be cautions of that. There are things like "nubs" that are a 3ds Max thing that could be deleted.I'd like to work the skeleton xml file.I selected the mesh first and then the armature, with the 'r_hand' and 'shield' bones.EDIT: I just realized that there are no bones for the shins or the fore-arm :/I would think they would be there, wouldn't they? Because the animation works in blender at the shins and forearms? Or are you talking about in the game after the export? Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted June 29, 2012 Report Share Posted June 29, 2012 I selected the mesh first and then the armature, with the 'r_hand' and 'shield' bones.You have the export only selection option on? I don't normally use that.EDIT: I just realized that there are no bones for the shins or the fore-arm :/It does, they're just too small to see easily.Nice! Could I get a copy of that .blend file after you fixed the origin. I'm not sure what your looking at deleting, but I don't think you want to delete the prop points for the model. So just be cautions of that. There are things like "nubs" that are a 3ds Max thing that could be deleted.I'd like to work the skeleton xml file.It's attached, though I already tried exporting it into the engine, and made a skeleton for it, but it keeps saying I'm referencing nonexistent bones in the biped standard skeleton...Edit: Never mind, it's not attached...Now it is. dude_2.zip Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted July 8, 2012 Report Share Posted July 8, 2012 Great thanks, I just got back from vacation. I'll take a look at this in the next few days Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted July 9, 2012 Report Share Posted July 9, 2012 I think we are getting closer! Zaggy I took a look at the blend file and your right, those props are messing up the hierarchy. So I excluded them from the export. Now the bones all come in a lot cleaner into blender 2.5. My question now is, how do I attach a ridged object to a bone to make it follow the bone? Once that is answered, the prop points just need to be attached to the appropriate bones and we can try exporting again. Please take a look and see what you think now dude_3.zip Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted July 15, 2012 Report Share Posted July 15, 2012 I think we are getting closer! Zaggy I took a look at the blend file and your right, those props are messing up the hierarchy. So I excluded them from the export. Now the bones all come in a lot cleaner into blender 2.5. My question now is, how do I attach a ridged object to a bone to make it follow the bone? Once that is answered, the prop points just need to be attached to the appropriate bones and we can try exporting again.I'm not quite sure what you're asking, but if I'm right, what you want to do is select the mesh and then the rig (in that order) and press Ctrl+P, and select "Empty Vertex Groups". What is it you're trying to attach to a bone?Please take a look and see what you think now The rig actually looks pretty normal now. D'you want me to try and get it in the game again now, or are you going to do that? Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted July 16, 2012 Report Share Posted July 16, 2012 I'm not quite sure what you're asking, but if I'm right, what you want to do is select the mesh and then the rig (in that order) and press Ctrl+P, and select "Empty Vertex Groups". What is it you're trying to attach to a bone?Sorry, I should explain more. I guess what I'm trying to do is to... for example - attach that head mesh to the head bone, so that when the head bone moves, it will move with it. I'm not talking about doing any vertex deformations, just a ridged attach. I'd like to do the same thing with all those boxes (prop points) too.The rig actually looks pretty normal now. D'you want me to try and get it in the game again now, or are you going to do that?If you'd like to give it a shot please feel free! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.