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« Reply #6360 on: October 31, 2011, 02:48:59 PM » |
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I managed to fix a problem I had with the importer for quite a few months. The problem was that every model I tried to import wouldn't calculate the translations, rotations and scales properly, resulting in something like this:  See the garbage input on Translations ,the NaN on rotations and the 1000000 on scales? I tried to look what could be the cause of this when I was reminded by a similar problem I had with the Mario Kart Wii .obj importer. So I opened the .dae in Notepad++ and did the same thing I did to fix the error I had with the .obj importer. After doing that, I imported the freshly edited .dae into BrawlBox and previewed it. To my surprise, I got this:  All the Translations, Rotations and Scales were correctly displayed and the model showed like it should. The only thing I had to do was replace almost all the '.' with ',' (except for the '.' in the texture paths for obvious reasons) and it would display like it should. Maybe this will help (some) people who experienced problems with importing.
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« Reply #6361 on: October 31, 2011, 02:51:43 PM » |
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I managed to fix a problem I had with the importer for quite a few months. The problem was that every model I tried to import wouldn't calculate the translations, rotations and scales properly, resulting in something like this:  See the garbage input on Translations ,the NaN on rotations and the 1000000 on scales? I tried to look what could be the cause of this when I was reminded by a similar problem I had with the Mario Kart Wii .obj importer. So I opened the .dae in Notepad++ and did the same thing I did to fix the error I had with the .obj importer. After doing that, I imported the freshly edited .dae into BrawlBox and previewed it. To my surprise, I got this:  All the Translations, Rotations and Scales were correctly displayed and the model showed like it should. The only thing I had to do was replace almost all the '.' with ',' (except for the '.' in the texture paths for obvious reasons) and it would display like it should. Maybe this will help (some) people who experienced problems with importing. lol why does blastoisa has venuseur flower on its back? is that fan made blastoise/ venusaur fusion?
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« Reply #6362 on: October 31, 2011, 02:53:23 PM » |
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lol why does blastoisa has venuseur flower on its back? is that fan made blastoise/ venusaur fusion?
It's a hybrid called "Venustoise"  The model is in Kit's thread.
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« Reply #6363 on: October 31, 2011, 02:56:26 PM » |
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I managed to fix a problem I had with the importer for quite a few months. The problem was that every model I tried to import wouldn't calculate the translations, rotations and scales properly, resulting in something like this:  See the garbage input on Translations ,the NaN on rotations and the 1000000 on scales? I tried to look what could be the cause of this when I was reminded by a similar problem I had with the Mario Kart Wii .obj importer. So I opened the .dae in Notepad++ and did the same thing I did to fix the error I had with the .obj importer. After doing that, I imported the freshly edited .dae into BrawlBox and previewed it. To my surprise, I got this:  All the Translations, Rotations and Scales were correctly displayed and the model showed like it should. The only thing I had to do was replace almost all the '.' with ',' (except for the '.' in the texture paths for obvious reasons) and it would display like it should. Maybe this will help (some) people who experienced problems with importing. You replaced every single "." in the file with a ","? Could you be a little more specific? I want to see if I can code a fix. That might have to do with the "computer specific" thing. I think Pikazz and KTH have the same problem. Do all your computers operate under a different language than English?
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« Reply #6364 on: October 31, 2011, 02:57:05 PM » |
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1 - Yes, I always follow your tutorial. Like I said, this SOMETIMES happens, not always  No you didn't. It's very clear you didn't. It does this every time, and it's very easy to fix. Pay attention and listen to BlackJax. It takes two seconds to fix in Brawlbox.  You're very clearly in the wrong here.
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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 #6365 on: October 31, 2011, 02:58:58 PM » |
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You replaced every single "." in the file with a ","? Could you be a little more specific? I want to see if I can code a fix. That might have to do with the "computer specific" thing. I think Pikazz and KTH have the same problem. Do all your computers operate under a different language than English?
I have the same problem too. 
And mine operates on Spanish and English.
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« Reply #6366 on: October 31, 2011, 03:01:08 PM » |
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You replaced every single "." in the file with a ","? Could you be a little more specific? I want to see if I can code a fix. That might have to do with the "computer specific" thing. I think Pikazz and KTH have the same problem. Do all your computers operate under a different language than English?
Actually yes. I operate under Dutch and I'm pretty sure KTH operates under French (and I guess Pikazz under either Swedish or Finnish). And yes, it's basically replacing all the "." with "," except for the ones in the texture paths.
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« Last Edit: October 31, 2011, 03:02:01 PM by ds22 »
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« Reply #6367 on: October 31, 2011, 03:02:15 PM » |
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Actually yes. I operate under Dutch and I'm pretty sure KTH operates under French (and I guess Pikazz under either Swedish or Finnish).
And yes, it's basically replacing all the "." with "," except for the ones in the texture paths.
Just tested it. It works. 
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« Reply #6368 on: October 31, 2011, 03:15:15 PM » |
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i had same problem and mine is spanish
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« Reply #6369 on: October 31, 2011, 03:16:23 PM » |
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i had same problem and mine is spanish
Yes, it seems the "." only works for PCs with their system language in English.
And what do you mean by "Had"?
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« Reply #6370 on: October 31, 2011, 03:41:45 PM » |
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Also, in case you have screwed up bone rotations, like this:  Replacing the bone node date in the .dae file with the data of a .dae exported using one of the bonesets found in the boneset thread, you'll basically fix all rotation problems, shown here:  (My rig still is screwed up, but that's because I'm not that good in rigging and therefor asked Justin712 do to it for me (but this may help with the bone problem he told me about))
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« Reply #6371 on: October 31, 2011, 03:44:18 PM » |
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I fixed the problem already. I was able to import a dae that had all commas for the float values on my English computer.  Also, in case you have screwed up bone rotations, like this: Replacing the bone node date in the .dae file with the data of a .dae exported using one of the bonesets found in the boneset thread, you'll basically fix all rotation problems, shown here: (My rig still is screwed up, but that's because I'm not that good in rigging and therefor asked Justin712 do to it for me (but this may help with the bone problem he told me about)) Now that's just random.
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« Reply #6372 on: October 31, 2011, 03:46:45 PM » |
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.dae files are basically just text files, so that it is editable in Notepad++ in such a way may or may not be that random.
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« Reply #6373 on: October 31, 2011, 04:15:58 PM » |
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Once you have the model on 3DSMax, anything's possible.
Unless your luck is bad like mine. 
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« Reply #6374 on: October 31, 2011, 05:17:39 PM » |
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Unless your luck is bad like mine.  Look, I've sought every way to rig one of my models, it just doesn't wanna work right... My luck is as bad as yours, because every day, I continue seeking the errors or bad things that deforms my model away...
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I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry! 
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