WIP Workshop

Started by StarWaffle, January 15, 2012, 10:27:50 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.


August 28, 2012, 07:15:10 PM #4486 Last Edit: August 28, 2012, 07:45:23 PM by KTH
Sorry but you are not allowed to view spoiler contents.

:srs:

Just need to fix that really weird glitch...I dunno how.

Quote from: KTH on August 28, 2012, 07:15:10 PM
Sorry but you are not allowed to view spoiler contents.

:srs:

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.

Quote from: Oizen on August 28, 2012, 06:55:35 PM

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

*Sees dat Shadow and starts cacking up.*

@Gotenks:

I'm sorry, but the face...

@DEM ARMS: What the?

3DS Friend Code: 2895-6640-9302

Quote from: BlackJax96 on August 28, 2012, 07:45:23 PM
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.


Quote from: KTH on August 28, 2012, 07:57:14 PM
Still same.
Quote from: mr.mugenwii on August 28, 2012, 08:00:52 PM
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.

Quote from: BlackJax96 on August 28, 2012, 08:05:30 PM
^ 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).

Sorry but you are not allowed to view spoiler contents.


EDIT : Oh and the skin have disappear when i've imported the first DAE.

Quote from: KTH on August 28, 2012, 08:08:21 PM
Does it's normal i got so many errors when i'm import the first DAE? (Z-Up).

Sorry but you are not allowed to view spoiler contents.


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

Quote from: BlackJax96 on August 28, 2012, 08:16:08 PM
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

Quote from: KTH on August 28, 2012, 08:26:26 PM
.....
Export into FBX -> Import - Export DAE

http://i.imgur.com/6voCu.png

Put all the bones in the skin mod after importing the fbx


Quote from: KTH on August 28, 2012, 08:36:41 PM
No error but :
http://i.imgur.com/Git6b.png

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.

Quote from: BlackJax96 on August 28, 2012, 08:38:11 PM
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.