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« Reply #4486 on: August 28, 2012, 01:15:10 PM » |
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Just need to fix that really weird glitch...I dunno how.
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« Last Edit: August 28, 2012, 01:45:23 PM by KTH »
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« Reply #4487 on: August 28, 2012, 01:45:23 PM » |
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I've seriously no idea why it's doing that. i've rigged correctly everything but...Nope. Export the dae from 3ds Max as Z-Up (there's a bug with rotations and translations in Y-Up), reimport, then export as FBX (this fixes any scale bugs), reimport, then export as a DAE Y-Up. Be sure to reset the scene and re-rig single binds etc each time you reimport. My advice from personal experience.
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« Reply #4488 on: August 28, 2012, 01:50:07 PM » |
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Alright, Heavy is as good as he's gonna get.
He's scheduled to be released this Friday, and he has hats.
dat arms O.o
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« Reply #4489 on: August 28, 2012, 01:52:13 PM » |
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*Sees dat Shadow and starts cacking up.*
@Gotenks:
I'm sorry, but the face...
@DEM ARMS: What the?
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3DS Friend Code: 2895-6640-9302
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« Reply #4490 on: August 28, 2012, 01:57:14 PM » |
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Export the dae from 3ds Max as Z-Up (there's a bug with rotations and translations in Y-Up), reimport, then export as FBX (this fixes any scale bugs), reimport, then export as a DAE Y-Up.
Be sure to reset the scene and re-rig single binds etc each time you reimport.
My advice from personal experience.
Still same.
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« Reply #4491 on: August 28, 2012, 02:00:52 PM » |
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Still same.
check and uncheck the always deformation box under the skin modifier voila ur welcome
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« Reply #4492 on: August 28, 2012, 02:05:30 PM » |
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Still same.
check and uncheck the always deformation box under the skin modifier voila ur welcome
^ if that doesn't work, then you'll have to select the editable mesh under the skin mod (the mesh will move to the position in BB), click "Assume Skin Pose" under the Animations drop down in the menu toolbar, then do the same steps I said above. Should pretty much work guaranteed but if not, it must be something else.
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« Reply #4493 on: August 28, 2012, 02:08:21 PM » |
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^ if that doesn't work, then you'll have to select the editable mesh under the skin mod (the mesh will move to the position in BB), click "Assume Skin Pose" under the Animations drop down in the menu toolbar, then do the same steps I said above.
Should pretty much work guaranteed but if not, it must be something else.
Does it's normal i got so many errors when i'm import the first DAE? (Z-Up). EDIT : Oh and the skin have disappear when i've imported the first DAE.
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« Reply #4494 on: August 28, 2012, 02:16:08 PM » |
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Does it's normal i got so many errors when i'm import the first DAE? (Z-Up). EDIT : Oh and the skin have disappear when i've imported the first DAE. Lol then try skipping right to the FBX part, all of that is not normal
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« Reply #4495 on: August 28, 2012, 02:26:26 PM » |
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Lol then try skipping right to the FBX part, all of that is not normal
..... Export into FBX -> Import - Export DAE http://i.imgur.com/6voCu.png
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« Reply #4496 on: August 28, 2012, 02:32:19 PM » |
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Put all the bones in the skin mod after importing the fbx
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« Reply #4497 on: August 28, 2012, 02:36:41 PM » |
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Put all the bones in the skin mod after importing the fbx
No error but : http://i.imgur.com/Git6b.png
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« Reply #4498 on: August 28, 2012, 02:38:11 PM » |
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Well you've gotta be doing something wrong somewhere. I've had this problem multiple times before and the steps above have never failed me.
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« Reply #4499 on: August 28, 2012, 02:41:31 PM » |
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Well you've gotta be doing something wrong somewhere. I've had this problem multiple times before and the steps above have never failed me.
Just forget to say two something : -When i import the model, Brawlbox take many time when he import the polygon named "body". (The big part of the model). - The model from XNALara. A .mesh model.
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