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(10-09-2011, 02:02 PM)nemesis567 Wrote: [ -> ]You check the normal boxes without animation and export hte .dae file.
Then you check everything off except for the animation and export as .dae
You rename the last dae to .dae_anim and place it in the anim folder.
It should work okay from there on.
Yes, but first you will need to check that animation run, not ? the modelviewer cant open dae_anim separately...
uum no idont :O
animation runs but models goes like that

it the config in original mosnters... all ok here ??

bakeTransforms=0
exportPolygonMeshes=1
bakeLighting=0
isSampling=1
curveConstrainSampling=1
removeStaticCurves=0
exportCameraAsLookat=0
exportLights=1
exportCameras=1
exportJointsAndSkin=1
exportAnimations=1
exportTriangles=0
exportInvisibleNodes=0
exportNormals=1
exportTexCoords=1
exportVertexColors=1
exportVertexColorsAnimation=0
exportTangents=1
exportTexTangents=0
exportConstraints=1
exportPhysics=1
exportXRefs=1
dereferenceXRefs=0
cameraXFov=0
cameraYFov=1
.......................
yes that is ok
Samttex.. you export settings does not have the animation chequered

maybe it is the problem
(10-09-2011, 02:09 PM)Montesky Wrote: [ -> ]
(10-09-2011, 02:02 PM)nemesis567 Wrote: [ -> ]You check the normal boxes without animation and export hte .dae file.

Then you check everything off except for the animation and export as .dae

You rename the last dae to .dae_anim and place it in the anim folder.

It should work okay from there on.

Yes, but first you will need to check that animation run, not ? the modelviewer cant open dae_anim separately...
Model view automattically loads any dae_anim files if they are in an anim folder inside the same folder as the model if I remember well.

i checking your image captured XD
(10-09-2011, 02:18 PM)nemesis567 Wrote: [ -> ]
(10-09-2011, 02:09 PM)Montesky Wrote: [ -> ]
(10-09-2011, 02:02 PM)nemesis567 Wrote: [ -> ]You check the normal boxes without animation and export hte .dae file.

Then you check everything off except for the animation and export as .dae

You rename the last dae to .dae_anim and place it in the anim folder.

It should work okay from there on.

Yes, but first you will need to check that animation run, not ? the modelviewer cant open dae_anim separately...
Model view automattically loads any dae_anim files if they are in an anim folder inside the same folder as the model if I remember well.
Yeah.. for the rest of animations yess Smile))

The problem is the first try with your animated model... i test it directly from dae on modelviewer before making the entitie.. if not, later i will delete and delete a lot of fail meshes Confused
I think that the first .dae file requires an idle animation of sorts that must come along with the mesh.
montesky can you make video tutorial where you have only that successful version animation and model Smile?
(10-09-2011, 02:44 PM)santtex Wrote: [ -> ]montesky can you make video tutorial where you have only that successful version animation and model Smile?
it was for you #12


http://www.youtube.com/watch?v=K7b320yDjE0


EDIT: you say without errors.. i recording Big Grin
the bad issue that i use 3dsmax Undecided

(10-09-2011, 02:39 PM)nemesis567 Wrote: [ -> ]I think that the first .dae file requires an idle animation of sorts that must come along with the mesh.
yess Smile
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