Game Development Community

Simpleton needs help (screenshots)

by Tony Richards · in Artist Corner · 08/20/2005 (1:19 pm) · 3 replies

Ok, I'm a programmer, not an artist, but I'm learning how to use blender. I started with the Blender tutorial on making Gus. Got it made, he actually looks pretty good (ok, for a first-model anyways).

I figured out that SubSurf doesn't actually correctly create a mesh so it can't be exported, so I'm just exporting my ugly mesh that's just a few boxes. Here's what he looks like:

img373.imageshack.us/img373/6426/gus3bones2ch.jpg
And in the outliner:

img367.imageshack.us/img367/2286/gus3outline5ln.jpg
I've got three main problems. First, (and I think I know why) some of the vertices are out of wack. I think that's because those vertices aren't part of any mesh group and aren't assigned to any bones. Ok, no biggie. I can fix that (unless someone says there's another problem that's causing it).

Second problem, the animation only runs once and doesn't loop, even though I click the "Cyclic" button for that sequence in the DTS exporter configuration.

Third problem is collission. He sinks into the ground, and I figured the collission box would prevent that from happening :(

img367.imageshack.us/img367/4144/strangegus32xb.jpg
(ok, a fourth problem is the weapon mount point is wrong... shouldn't there just be a node named mount0? I think I just have it in the wrong location and not rotated correctly)

Thoughts, ideas, suggestions? Thanks

About the author

I am the founder of IndieZen.org, a website dedicated to the Indie 2.0 Revolution where a number of Indie game development studios and individuals collaborate and share a suite of custom built open source game development tools and middleware.


#1
08/20/2005 (1:44 pm)
Tony,

The exporter sort-of supports sub-surf's. It automagically converts them to meshes, though unfortunately, all vertex groups and such are "destroyed", so its best if you convert your mesh manually(unless your not planning on animating your mesh) ;)

Vertices do indeed go "whack" if you don't assign them to mesh groups - nothing out of the ordinary there.
For a player object, you need to define the collision box in script - the collision mesh is not used.

Finally, as for your animation problem, i'm not sure what could be wrong - have you double checked that the "Cyclic" button is checked for the right Action, and that the option has been saved by the exporter (usually a good idea to save an reload blend to check this).
#2
08/20/2005 (1:45 pm)
...
#3
08/20/2005 (3:09 pm)
Awesome! Thank you both very much.