Title: Funny thing about importing .dae to Blender Post by: SamKitsune on December 18, 2011, 07:08:25 PM Some of you are aware that BrawlBox allows to export any .mdl0 file into .dae (not to mentioned .pmd, but I have no plans to use MMD). Blender does allow .dae (Collada) imports. However, when I tried to import one of the converted .dae file, example: FitPeach00.dae, I get an error. I checked the console to see what's the matter, and I found this.
Code: Cannot create image. I suspected that the .dae doesn't recognize the existence of the texture that should of came with the model. So, I exported all of the textures into .png. It doesn't work. I believe the problem has to do with the texture, such as the location, format, or whatever. I appreciate it if anyone can solve this problem. In case if that help, I'm using Blender 2.60. Oh . . . and if you wonder on what I'm going to with the Peach model, it's a surprise! Title: Re: Funny thing about importing .dae to Blender Post by: ForOhFor Error on December 18, 2011, 07:58:02 PM You have to import (and for that mater, export) into 3DS Max.
Title: Re: Funny thing about importing .dae to Blender Post by: SamKitsune on December 18, 2011, 08:46:40 PM Sure. Let me pay $3,500 for the software and I'll import it from there.
Umm, yeah, I'm looking for a way to get around on not having to use 3DS Max. If you claim that's the only option, and that's understandable. I'll just have to find someone with that program to help me . . . or maybe save my money (unlikely considering I yet to have a job. No one hires me . . . nor anyone will . . . ) Title: Re: Funny thing about importing .dae to Blender Post by: Pervyman Trigger on December 18, 2011, 08:59:33 PM You realize you can get 3ds max for free easily and completely legal from their website right? :srs:
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