Adrix Posted September 14, 2019 Report Share Posted September 14, 2019 Hi there ! Me again begging for help =P So here is my headache... I've prepared a new unit by rescaling and modifying an existing one. I did all of that on maya. But, once I try to export it to blender (to then re-export it so 0ad can use it), the scale reset to what the original unit was. I haven't found a way to go around this, every try ending up with either the rig, the model or something not being the correct size. I join the dae file after coming out of maya (so the right size). Once opened in blender it becomes man-sized once again, instead of giant. But it stays the right size if re-opened in maya. This is driving me nuts @@" Any idea how to work around that ? I can't imagine how much of a nightmare it's gonna be once I start animating too. daltus_crayk.dae Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 14, 2019 Report Share Posted September 14, 2019 @Stan` Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 14, 2019 Report Share Posted September 14, 2019 Hello @Adrix Thanks for your interest in modding. Feel free to ask any question you have and I'll do my best to help you. For your specific issue, I believe the problem lies in the fact that you haven't re-exported the other animations with the size changes. So when the game loads your new, smaller mesh it actually loads the armature from those files and deform it to fit. Also please note that the engine does not support bone scaling (rotation and location only) Collada does support it but then the file is converted to psa (for anims) and (pmd for static meshes) which do not support it. Sorry for the inconvenience. I'm not sure whether it's documented on the wiki. Quote Link to comment Share on other sites More sharing options...
Adrix Posted September 14, 2019 Author Report Share Posted September 14, 2019 Thanks for the answer ! @Stan` There are no animations associated with the actor file yet, only the mesh. The issue starts with blender itself but I think it's the same idea, the scaling isn't supported. Either that or it's an import/export issue between maya and blender. Starting to think it would be easier to just redo the all thing, as time consuming as it would be. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 14, 2019 Report Share Posted September 14, 2019 You could also try to apply the scale in blender Quote Link to comment Share on other sites More sharing options...
Adrix Posted September 14, 2019 Author Report Share Posted September 14, 2019 (edited) Yeah that's what I'm trying right now ^^ I think it might be the best solution EDIT : Alright ! Seems to be working ! Edited September 14, 2019 by Adrix Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 14, 2019 Report Share Posted September 14, 2019 Be carefull with scales on animations. i haven figured it out yet but when you apply scale on blender and you have the action stored with constraits AKA "IK Bones" it ends changing the whole animation ending in a weird armature movement. Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 14, 2019 Report Share Posted September 14, 2019 Perhaps out of topic, but is there any way to change unit size without touching the art files? I.e. Something like UnitScale in templates if you want to make some units/structures larger or smaller Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 14, 2019 Report Share Posted September 14, 2019 25 minutes ago, azayrahmad said: Perhaps out of topic, but is there any way to change unit size without touching the art files? I.e. Something like UnitScale in templates if you want to make some units/structures larger or smaller Long story short nope. @sanderd17 attempted something like that in the past but it didn't work out. Else it could be convenient for visible garrisoning Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted September 15, 2019 Report Share Posted September 15, 2019 2 hours ago, Stan` said: Long story short nope. @sanderd17 attempted something like that in the past but it didn't work out. Else it could be convenient for visible garrisoning Ah that's sad. Hopefully one day it could be implemented. I can think of numerous ways it could be useful beside visible garrisoning. Making giant heroes (a la Empire Earth), realistic size (unit:structure scale 1:1, imagine that with realistic warship size), fixing wrong size, etc. Imagine the possibilities. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 15, 2019 Report Share Posted September 15, 2019 5 hours ago, azayrahmad said: 1:1, imagine that with realistic warship size), fixing wrong size Those two sounds like they are just a bug to fix Quote Link to comment Share on other sites More sharing options...
Chiquita Posted April 28, 2020 Report Share Posted April 28, 2020 Further to this I was hoping to change the size of ships to make them smaller. I found that ships tend to get stuck next to each other, making naval combat a bit stale for my tastes. I thought an easy change would be to half the size of all the ships, so they didn't get so jammed on maps like 'harbour' or 'islands'. I tried changing 'Footprint size' in the template files but that didn't seem to work. I don't really mind how big the graphics are - it's more the size for the purposes of unit-collision and pathfinding that I'm thinking of. Perhaps changing the Passability Class would do something? Any ideas? Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 29, 2020 Report Share Posted April 29, 2020 17 hours ago, Chiquita said: Further to this I was hoping to change the size of ships to make them smaller. I found that ships tend to get stuck next to each other, making naval combat a bit stale for my tastes. I thought an easy change would be to half the size of all the ships, so they didn't get so jammed on maps like 'harbour' or 'islands'. I tried changing 'Footprint size' in the template files but that didn't seem to work. I don't really mind how big the graphics are - it's more the size for the purposes of unit-collision and pathfinding that I'm thinking of. Perhaps changing the Passability Class would do something? Any ideas? You need to change the obstruction size Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted April 29, 2020 Report Share Posted April 29, 2020 18 hours ago, Chiquita said: Perhaps changing the Passability Class would do something? Yes. Open simulation/data/pathfinder.xml and change the Clearance here: <ship> <Obstructions>pathfinding</Obstructions> <MinWaterDepth>1</MinWaterDepth> <Clearance>10.0</Clearance> </ship> Something like 5.0 But the main issue with boat is that their model have a big length / width ratio. Quote Link to comment Share on other sites More sharing options...
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