.blend to .papa is not working

Discussion in 'Mod Discussions' started by nuketf, March 10, 2014.

  1. nuketf

    nuketf Active Member

    Messages:
    702
    Likes Received:
    130
  2. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,328
    Likes Received:
    2,125
  3. nuketf

    nuketf Active Member

    Messages:
    702
    Likes Received:
    130
    the screen shot shows the error when i tryed to convert it to a pa.pa what i did was took the laser tank model removed it and replaced it with the WWII tank model put the bones where they need save as .blend convert to pa.pa aaaaand...that happen...
  4. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,328
    Likes Received:
    2,125
    Ah oops, I completely missed that. I feel silly now. Sorry.
    Anyway, somebody seems to have asked that exact same question yesterday. See this post. tylerseacrest replied with a solution, though I don't quite understand it myself, but you might have better luck.
  5. nuketf

    nuketf Active Member

    Messages:
    702
    Likes Received:
    130
    did that still got an error
  6. tylerseacrest

    tylerseacrest Member

    Messages:
    56
    Likes Received:
    19
    I ran some tests and it seems I made an error in my solution. I said you could parent using armature deform or any of the sub-options. I was wrong, you have to use one of the sub-options as the PAPA exporter expects there to be vertex groups on the model.
  7. nuketf

    nuketf Active Member

    Messages:
    702
    Likes Received:
    130
    meaning? im not that skilled in blender yat :/
  8. tylerseacrest

    tylerseacrest Member

    Messages:
    56
    Likes Received:
    19
    Meaning that you want to parent the model to the armature using the With Empty Groups, With Envelope Weights, or With Automatic Weights option. Parent is ctrl-p with the model selected (red-0range outline) and the armature active (bright orange outline).

    The concept is called skinning and basically its defining how your armature should effect your model. A tutorial on it can be found here. I recommend going through the whole thing, including part 1, but for skinning specifically, scroll down to the skinning header.

Share This Page