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Strange collada problem


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I downloaded 3dmax plugin from wiki. But when I exported a model, atlas crashed and I couldn't see any lowercase .dae in export part. So I searched and downloaded a newer version of the plugin (v3.05 I think) and exported that model again. 3dmax crashed this time. I thought it was because of bone incompatibility. So I imported the lion model and exported it again. And this was the result:

SCP.JPG

Any suggestions? Does anyone know what caused such an odd behavior?

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Could the 3DS Max collada importer have reduced the scale of the lions bones? That's what it looks like to me anyway. With Blender's latest collada importer, bones are also incorrectly imported, although the default collada exporter appears to be almost fully compatible with 0.A.D. now.

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Do you know why this error is produced?

ERROR: art/meshes/skeletal/hawk2.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure"

ERROR: Could not load mesh 'art/meshes/skeletal/hawk2.dae'

ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/hawk2.dae failed to load

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Could the 3DS Max collada importer have reduced the scale of the lions bones? That's what it looks like to me anyway. With Blender's latest collada importer, bones are also incorrectly imported, although the default collada exporter appears to be almost fully compatible with 0.A.D. now.

Oh. So that was the annoying thing :P

I just tried to export a Collada file and went to Blender to import to see if it was exported right. :P Hehehehe.

*Kicks himself in the face*

Do you know why this error is produced?

ERROR: art/meshes/skeletal/hawk2.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure"

ERROR: Could not load mesh 'art/meshes/skeletal/hawk2.dae'

ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/hawk2.dae failed to load

Hmm... Looks like that you didn't write the skeleton for the hawk in the skeleton.xml file.

You need to write down the bone hierarchy so the game recognizes the armature and can "eat" the animation.

I may be wrong, since i'm still trying to figure out the animation pipeline. Other people with more knowladge should give you more help with that.

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