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« Reply #1965 on: July 10, 2011, 03:00:00 PM » |
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It doesn't XD
But it's cool that you've nearly gotten any dae to work.
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« Reply #1966 on: July 10, 2011, 06:47:19 PM » |
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It doesn't XD
But it's cool that you've nearly gotten any dae to work.
Its cool? its COOL? NO! THATS MUTHA FLIPPIN EPIC! THIS cake is NOT a lie!!!
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.] 
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« Reply #1967 on: July 10, 2011, 06:51:39 PM » |
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Its cool? its COOL? NO! THATS MUTHA FLIPPIN EPIC! THIS cake is NOT a lie!!!
Unless it's pie that looks like cake. Then saying that you get cake would be a lie.
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« Reply #1968 on: July 10, 2011, 07:25:07 PM » |
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Again, the problems with importing probably has nothing to do with you being on a 64-bit OS. As I said before, I'm on 64-bit Windows 7 and it's working fine. Stop using OpenCollada and it should work fine if you switch the nodes. Although BlackJax96 said this might not always work, it's worked for me every time, so I'd still give it a try. I honestly don't think he should worry about the problem since it's clearly the DAE being imported and not the OS. ...Then again, he did say he could import the OpenCollada format just fine, so if the OS IS the reason you can't import OC DAEs, then just use a different plugin. It's that easy. Those using 3ds Max 8 can get the Autodesk FBX + Collada exporter here: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=102049443ds max 9 and up should have the autodesk collada export built in.
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« Last Edit: July 10, 2011, 08:03:06 PM by Justin712 »
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #1969 on: July 10, 2011, 08:11:45 PM » |
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Again, the problems with importing probably has nothing to do with you being on a 64-bit OS. As I said before, I'm on 64-bit Windows 7 and it's working fine. Stop using OpenCollada and it should work fine if you switch the nodes. Although BlackJax96 said this might not always work, it's worked for me every time, so I'd still give it a try. I honestly don't think he should worry about the problem since it's clearly the DAE being imported and not the OS. ...Then again, he did say he could import the OpenCollada format just fine, so if the OS IS the reason you can't import OC DAEs, then just use a different plugin. It's that easy. Those using 3ds Max 8 can get the Autodesk FBX + Collada exporter here: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=102049443ds max 9 and up should have the autodesk collada export built in. I'll have to test blender 2.5x's plugins...
if my assumptions are correct, 140 and 141 should already be included, and working perfectly 
the main Q is if they'll work with Brbx >_>
I personally think they should though 
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« Reply #1970 on: July 10, 2011, 08:13:11 PM » |
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I'll have to test blender 2.5x's plugins...
if my assumptions are correct, 140 and 141 should already be included, and working perfectly 
the main Q is if they'll work with Brbx >_>
I personally think they should though 
hahaha yeah the variety of Collada formats really is ridiculous isn't it?
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #1971 on: July 10, 2011, 08:39:56 PM » |
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Again, the problems with importing probably has nothing to do with you being on a 64-bit OS. As I said before, I'm on 64-bit Windows 7 and it's working fine. Stop using OpenCollada and it should work fine if you switch the nodes. Although BlackJax96 said this might not always work, it's worked for me every time, so I'd still give it a try. I honestly don't think he should worry about the problem since it's clearly the DAE being imported and not the OS. ...Then again, he did say he could import the OpenCollada format just fine, so if the OS IS the reason you can't import OC DAEs, then just use a different plugin. It's that easy. Those using 3ds Max 8 can get the Autodesk FBX + Collada exporter here: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=102049443ds max 9 and up should have the autodesk collada export built in. So that's why 3ds Max 2010 works so well whenever I import daes I've exported using it. I figured it was the plugin, but I didn't know there was an Autodesk Collada exporter plugin for 3ds Max 8. Should I stop worrying about trying to fix the node glitch, since you can just switch them? That'd be nice for now, since I need to focus my attention to finishing the model rebuilder (so imported models can be built as an MDL0 from scratch). I'll be sure to put that plugin download on the OP too. Thanks for getting that 
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« Reply #1972 on: July 10, 2011, 08:56:34 PM » |
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Yeah, that sounds like a good plan. Switching them is incredibly easy, I wouldn't worry about it. Glad I could help! 
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #1973 on: July 10, 2011, 09:25:31 PM » |
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So that's why 3ds Max 2010 works so well whenever I import daes I've exported using it. I figured it was the plugin, but I didn't know there was an Autodesk Collada exporter plugin for 3ds Max 8. Should I stop worrying about trying to fix the node glitch, since you can just switch them? That'd be nice for now, since I need to focus my attention to finishing the model rebuilder (so imported models can be built as an MDL0 from scratch). I'll be sure to put that plugin download on the OP too. Thanks for getting that  O.o I have the plugin dude... I'm just not installing 3DS as I'm tired of it screwing me over, and I hate the commands being mapped out in the GUI >_> (I prefer the KBd)
@Justin712: IKR...
tbh, it's not so much the seperate versions, but it's more of the way the version is formatted based on the program that writes it...
freakin outragous >:O
EDIT: heh blender 2.49's 140 exporter doesn't export the stuff required for the import script...
PHAIL 
if my assumptions are right, that should be fixed in 2.5x
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« Last Edit: July 10, 2011, 09:29:11 PM by Tcll »
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« Reply #1976 on: July 10, 2011, 10:37:36 PM » |
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Speaking of the skin, I just thought I would point out that the 3ds max biped doesn't import correctly at all. I sort of expected this already considering how many problems other engines have with it, but I just thought I'd confirm it. Regular bones only it seems. The results are pretty funny. The entire skeleton imports upside down, and translations to X will become translations to the Y axis instead and other such fun glitches. The importer works perfectly for manually-created skeletons though. Here's a picture:
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #1977 on: July 10, 2011, 10:42:52 PM » |
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Speaking of the skin, I just thought I would point out that the 3ds max biped doesn't import correctly at all. I sort of expected this already considering how many problems other engines have with it, but I just thought I'd confirm it. Regular bones only it seems. The results are pretty funny. The entire skeleton imports upside down, and translations to X will become translations to the Y axis instead and other such fun glitches. The importer works perfectly for manually-created skeletons though. Here's a picture: Whoa O_o Is there any difference between manually created bones and the bones a biped uses? If you re-import that dae into 3ds Max, it's not messed up? Could the bone matrix possibly be backwards? I've overused this statement, but that's really weird >_<
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« Reply #1978 on: July 10, 2011, 10:55:15 PM » |
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Whoa O_o Is there any difference between manually created bones and the bones a biped uses? If you re-import that dae into 3ds Max, it's not messed up? Could the bone matrix possibly be backwards? I've overused this statement, but that's really weird >_<
Yeah I should be more specific. Regular bipeds probably work fine, but I'll have to test them. I'm not sure whether it's because 3ds max's biped uses inverse** kinematics or whether it's just something strange about how 3ds max's bipeds were made. Basically if your biped doesn't look all detailed like this: you're probably good. ** I always get those two confused hahaha
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« Last Edit: July 10, 2011, 11:21:43 PM by Justin712 »
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #1979 on: July 10, 2011, 10:58:45 PM » |
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Yeah I should be more specific. Regular bipeds probably work fine, but I'll have to test them. I'm not sure whether it's because 3ds max's biped uses forward kinematics or whether it's just something strange about how 3ds max's bipeds were made. Basically if your biped doesn't look all detailed like this: you're probably good. I'm gonna have to agree with you there. XD MDL0s aren't a super detailed model format anyways.
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