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RE: Custom monster issue! - Kirbypwnage - 02-19-2013 (02-19-2013, 01:21 PM)martinnord Wrote:(02-19-2013, 11:06 AM)Kirbypwnage Wrote:(02-19-2013, 12:33 AM)martinnord Wrote: I did a few very quick(very very quick) experiements with blender to maya import/export and I think that the Autodesk FBX format might be better then collada. Thats what I was expecting, yeah... Oh and I almost forgot, a great big THANK YOU for posting a link to that thread, I think I can actually figure out a lot with it! RE: Custom monster issue! - xxxxxxxxxxxxxxxx - 02-20-2013 Here's some stuff you can try in Maya prior to exporting the .dae to figure out where the problem lies: 1. Delete the history - often a surprisingly easy fix for all sorts of things: Select your mesh, then go to Edit> delete by Type> non-deformer history. note that "delete non-deformer history" will leave your skinning intact while "delete history" will also delete your skinning! 2. Re-do the skinning. I think I heard somewhere that hpl has problems if there are too many joints influencing one vertex and your exploded mesh looks a lot like a skinning problem. Use delete history to clean the old skinning, then select your mesh and the highest joint in your hierarchy go to Skin> Smooth bind (select the "Animation" menu from the dropdown first or you may not find it). Make sure you click the little square, not the word, this will bring up options. Bind to joint hierarchy, skinning method is classic linear, set normalize weights to interactive and most importantly, set max infulences to 2. (3 works too I think...but try 2 just to be safe.) Of course if it turns out this really was the cause of the problem, you'll have to redo your weight painting. So try if the export works before you start painting the weights! ^^ 3. Make a mesh cleanup. This will show you errors in your mesh like non-manifold geometry, n-gons... all those "rat's nests" that might be hiding in there, causing problems. Select your mesh, then go to mesh> Cleanup. Make sure you have "select matching polygons" selected, not "cleanup matching polygons", otherwise Maya will try to do stuff on it's own with unpredictable results! Then tick the boxes for everything you want Maya to search for and click apply. Hm... if I get more ideas I'll write again. Good luck! RE: Custom monster issue! - Kirbypwnage - 02-20-2013 (02-20-2013, 11:39 AM)Hirnwirbel Wrote: Here's some stuff you can try in Maya prior to exporting the .dae to figure out where the problem lies: I did actually do some fixing on the weight painting, and it does look a bit less exploded now. Hopefully I can get it to work. Thanks for helping! RE: Custom monster issue! - xxxxxxxxxxxxxxxx - 02-20-2013 If that helped, try "normalize weights", too. (Skin > Edit Smooth Skin > Normalize weights)It changes your skin weights so that the sum of all weights is 1 for every vertex. In 3D programs like Maya (and maybe Blender too?), it is sometimes possible to have more than 100% of combined joint influence on a single vertex, but game engines don't take too kindly to that sort of thing. Give it a try, sometimes while weightpainting you don't even notice the weights are actually not properly normalized! (That's also what that normalize weights: Interactive option is for - It constantly normalizes the weights while you're weightpainting so that if you paint influence for one joint, the influence of other joints decreases for those vertices. Normalize weights: Post on the other hand doesn't do that right away so you can end up with weird values.) RE: Custom monster issue! - Kirbypwnage - 02-21-2013 (02-20-2013, 08:58 PM)Hirnwirbel Wrote: If that helped, try "normalize weights", too. (Skin > Edit Smooth Skin > Normalize weights)It changes your skin weights so that the sum of all weights is 1 for every vertex. In 3D programs like Maya (and maybe Blender too?), it is sometimes possible to have more than 100% of combined joint influence on a single vertex, but game engines don't take too kindly to that sort of thing. Give it a try, sometimes while weightpainting you don't even notice the weights are actually not properly normalized! I'll try. Edit: Thank you! It now got inside the model editor with its armature in place! I don't know how to thank you enough! |