Hey, I hope Raevn can come help me at some point but I'm having some trouble gettings models into PA as well as @nuketf ... I created a custom model for the T1 bot, inspired by the peewee, but it won't get in correctly. Example images: What happens in game, very derpy. What it looks like in Blender. Peewee esqueue aye? Demonstrating that it is divided into triangles. As you can see, the bones work perfectly in Blender, no odd clipping and missing faces, etc... Anyway, anybody have any idea what could be going wrong? Edit: Here's what it looks like walking, surprisingly good on the textures fitting to the body/etc... but the head is floating; the backpacks cylinder is see through and the legs/arms are just... I don't even know...
Is it using the exact same rig as the Dox? PA doesn't use the same type of animation setup that SupCom did so you can't just create a new model and rig and expect to use the same animations, you'd have to recreate all the animations in order to ensure it works properly. At least that's been my understanding. Mike
Actually it is using the same rig and it was the original dox model except heavily modified. I did not do anything to the skeleton. I just changed around some bits and peices of the model/added some, but I did it in a clever way, I copied existing bits that were attached to bones so that nothing broke and as you can see in Blender- it worked perfectly fine. However- when I tried to put it into the game, it did not.
Then I'd have to say it's something with your process, but blender is foreign to me so I'm no help in that regard. Mike
I'm not completely sure, though I'm not the only one with this problem. Edit: Here's what happened after re-importing it back from PA to Blender... The skeleton got all mixed up. :l
The exporter doesn't work for rotated bones, I'm afraid. My 3D math sucks, and I haven't yet worked out how to do it correctly. If areas appear invisible, try inverting the normals on those faces.
Well the problem is, I haven't rotated any bones. I'm confused as to what happened; all i know is the bones were facing all kinds of random directions after importing the .papa back into Blender. Edit: Alright, this is what it looked like after flipping the normals. I'd test it out but I can't actually get into PA atm because of lack of good internet... Also: As you can see, neither seem to have any invisible faces so I'm still unsure of what my problem is. =/
I'm still getting the same problem of the bones being crazy after importing it back in blender after exporting it to a .papa file.
It turns out it's a problem with the exporter, it can't handle rotated bones as Raevn had said. Uber's rig already rotates the bones for the legs, the right arm, and a few other things. This means when it's exported, it doesn't know what to do, the bones that are rotated just randomly rotate into some direction. This means no custom models for anything with rotated bones until it's resolved! D:
i use blender to export the model to fbx where i load it in 3ds Max 2009 (it's free) i then use max to put bones in and export and everything works perfectly after using papatran to make a .papa container. Not sure if that helps but the dev's are using autodesk software to make the models so any autodesk software that has fbx output (all of em .. lol) should work perfectly.
So you can confirm this does work? If I export say my kickstarter commander model the bones won't be super broken?
are you using blender to export an fbx file then using papatran.exe to make the papa file? or are you exporting .papa files from inside blender using raevn's import/export plugin? If your exporting to fbx from blender then using papatran then it'll break some things, it's because blender exports fbx files (filmbox) as binary files where autodesk software saves fbx files in a tree structured ascii file. Autodesk software cant read the binary files properly so models get messed up, papatran.exe is the same. The binary format isn't very well documented but it differs from the ascii tree structured file a lot, Papatran.exe and autodesk software both have trouble reading individual mesh location data in a clustered scene and bone location data inside the blender "binary formatted" fbx container. i only know what i stated above because 3ds max kept breaking my blender models on import and i wanted to know why.. and that's the reason.. Papatran.exe breaks blenders binary fbx based models the same way autodesk software does on import (separate meshes all seem to move or merge to the center like the location data and rotation data of each mesh can't be read properly, bones rotate and move out of place). But "No" i cant confirm it will work, but i cant see why it wont , if you import just the model into 3ds max , then while in 3ds max you put in the bones and link the bones to the mesh part you want animated, it should work (i have been real busy as of late and haven't had time to work on my modding for pa, so i haven't tried animated units yet) Also "The uber-artist's use 3ds max..."
Hello, I now have 3Ds Max, but still having problems. When I import my model from blender into 3Ds Max, it looks fine. All bones are in their correct places, they work, etc... But then when exporting (From 3Ds Max) to a .FBX and then running it through papatran the bones are broken. There are no bones just some representation of where they would be with some kind of thing telling all the axis lines, there is ONE bone and that's the base armature. I'll upload pics later, maybe.
What did you export from blender as? I have been trying to figure that out myself. Trying to get the rig in so I can et my Commander working XD
Okay, I attempted exporting from blender to it's own ".fbx" file, then opening it in 3Ds max (All bones were working within 3Ds Max at this point) and then exporting from Max to it's own ".FBX" file (As you can tell the different file format) but the bones ended up broken.
Interesting Interesting. When you are able to get the whole process to work, look me up We can work together to get a new Commander ingame XD
Remake the bones from scratch in Max and compare the difference between the two exported FBX files. Also, does Max give you an option to save fbx files in plain text? They're much easier to understand if you open them up with a text editor that way.
I don't know how to rig in 3Ds Max... Also, like I said the odd thing is the bones actually worked perfectly fine in 3Ds Max, they moved the mesh where they should have, etc...
and i am faded into nothing....as no help comes for me at all... squishypon3 did you rig the WWII models i gave ya yet?