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RE: I need help! - Montesky - 10-09-2011

(10-08-2011, 05:19 PM)santtex Wrote: Montesky can you send me that test model what you create ?
Yeah no problem !!

Code:
The type of file that you attached is not allowed



it was a 7zip attached... how i can send you ??


RE: I need help! - Montesky - 10-09-2011

Here a little video tutorial... it´s over 3dsmax.. on Maya will be same process






RE: I need help! - santtex - 10-09-2011

Monstesky this happends .. :S can you help ?

this is problem: http://img202.imageshack.us/img202/7940/thisyb.jpg


RE: I need help! - nemesis567 - 10-09-2011

Difference between dae_anim and dae:

Dae contains all of the monsters polygonal information including skeleton and bindings.

Dae_anim only contains the animation information.

How to obtain each:
Just check the correct checkboxes when you are exporting with opencollada, it's pretty straightforward.


RE: I need help! - Montesky - 10-09-2011

(10-09-2011, 01:29 PM)santtex Wrote: Monstesky this happends .. :S can you help ?

this is problem: http://img202.imageshack.us/img202/7940/thisyb.jpg
Dont sure !! probably more than one bone is over the same vertex... or bones not correctly orientate on exported dae, it will broken the model Huh

Check manually the axis orientation...


send me the 3d model if you can, maybe i can see any issue


RE: I need help! - nemesis567 - 10-09-2011

You probably didn't froze the transformations and deleted history before the skin binding.



RE: I need help! - Montesky - 10-09-2011

(10-09-2011, 01:34 PM)nemesis567 Wrote: Difference between dae_anim and dae:

Dae contains all of the monsters polygonal information including skeleton and bindings.

Dae_anim only contains the animation information.

How to obtain each:
Just check the correct checkboxes when you are exporting with opencollada, it's pretty straightforward.
the animation file will need information over the model and bones locations.. i try with only animations on dae and always crash Confused ...

Best way that i found for it is to make a full Dae (model+bone+animation), when you test and ok, save it how pose,(idle, attack, etc.)... when finished all animations, your only need a model with bones on moster folder, even you can´ve animation if you want.. tested


RE: I need help! - nemesis567 - 10-09-2011

You check the normal boxes without animation and export hte .dae file.
Then you check everything off except for the animation and export as .dae
You rename the last dae to .dae_anim and place it in the anim folder.
It should work okay from there on.



RE: I need help! - santtex - 10-09-2011

i tested that is my exporting options ok ??


RE: I need help! - nemesis567 - 10-09-2011

santtex have you froze transformations and deleted history before skinning your model?