fuag wrote: |
hmm, i cleaned it up a bit and for a while i had origin working.. the way doom draws teh bones was and probable still is screwing me up.. I finally found it out though.. it draws the name of the bone at the base of the bone and then a line from the base of the bone to the base of the child bone, origin is not hard linked to the body but is the parent of the first spine bone.. or at least thats how I had it. |
Quote: |
We got into the academy of art in SF to use der_tons 3ds md5mesh importer but the skeleton we tried to import was all fscked. |
Quote: |
Right now the models front is facing the positive x direction, origin is laying starting at 0,0,0 and endign behind the model on the x axis. The feet are both touching the x axis. |
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Everything is vertex grouped. The problem im getting is that for some reason it still wants to jam the pelvis into the ground and besides that, my base arm bones and base leg bones, and probably the origin although its hard tot ell, seem to get rotated 180degrees when put into the engine. |
Code: |
origin < body < hipL < upperlegL < lowerlegL
< hipR < upperlegR < lowerlegR |
fuag wrote: |
I'm still getting a non-existant error when exporting the mesh. |
der_ton wrote: |
I downloaded the blend file, exported and the result looked ok in my viewer. |
fuag wrote: |
hmm, i cleaned it up a bit and for a while i had origin working.. the way doom draws teh bones was and probable still is screwing me up.. I finally found it out though.. it draws the name of the bone at the base of the bone and then a line from the base of the bone to the base of the child bone, origin is not hard linked to the body but is the parent of the first spine bone.. or at least thats how I had it. |
Quote: |
We got into the academy of art in SF to use der_tons 3ds md5mesh importer but the skeleton we tried to import was all fscked. |
Quote: |
Right now the models front is facing the positive x direction, origin is laying starting at 0,0,0 and endign behind the model on the x axis. The feet are both touching the x axis. |
Quote: |
Everything is vertex grouped. The problem im getting is that for some reason it still wants to jam the pelvis into the ground and besides that, my base arm bones and base leg bones, and probably the origin although its hard tot ell, seem to get rotated 180degrees when put into the engine. |
Code: |
origin < body < hipL < upperlegL < lowerlegL
< hipR < upperlegR < lowerlegR |
fuag wrote: |
I'm still getting a non-existant error when exporting the mesh. |
der_ton wrote: |
I downloaded the blend file, exported and the result looked ok in my viewer. |