Config file?
by Ryan C. Seirks · in Artist Corner · 09/14/2005 (8:57 pm) · 15 replies
For most of the other exporters, it seems you need a cfg telling the program to always export... does blender need one? and if so, how does it work.
Thank You!
Thank You!
About the author
#2
Heres my problem. The exporter log reads:
=============================
Torque Exporter 0.87
Using blender, version 237
**************************
Loaded Preferences.
Processing Scene...
Warning: Could not accept child Mount0 on shape Shape
Cleaning Preference Keys
Exporting...
> Shape C:\Torque\pjx_demo\data\shapes\soldier\m16.dts
>Detail (size 32)
Mesh Object: Cube.001
Type: Standard
>Materials added
Material
>Detail Levels
Detail-0
Smallest : Detail-0 (size : 32)
Writing out DTS...
Finished.
==========================================
It shows up ingame, but it is oriented to default spot
I assumed the mount would be an empty, but maybe not?
09/14/2005 (9:54 pm)
K, while I've got you, i'm trying to export mount points with my weapon, but no go...Heres my problem. The exporter log reads:
=============================
Torque Exporter 0.87
Using blender, version 237
**************************
Loaded Preferences.
Processing Scene...
Warning: Could not accept child Mount0 on shape Shape
Cleaning Preference Keys
Exporting...
> Shape C:\Torque\pjx_demo\data\shapes\soldier\m16.dts
>Detail (size 32)
Mesh Object: Cube.001
Type: Standard
>Materials added
Material
>Detail Levels
Detail-0
Smallest : Detail-0 (size : 32)
Writing out DTS...
Finished.
==========================================
It shows up ingame, but it is oriented to default spot
I assumed the mount would be an empty, but maybe not?
#3
09/14/2005 (9:57 pm)
The mount should be a bone :) if I recall corectly nodes must be placed as bones
#4
09/14/2005 (10:15 pm)
So an armaiture ( blenders bone) named mount0?
#5
09/14/2005 (10:16 pm)
Yes :) make sure you don't just name the object associated with the armature... you need to name the actual bone... I made this mistake in the past, select the armature, then go to edit mode, now select the bone and you'll see there really is two names associated
#6
09/14/2005 (10:22 pm)
Huh, well I'll be... Thank you so much! I might actually get back on schedule now!
#7
09/14/2005 (10:24 pm)
Glad its working :) I ran into the same problem a few months ago.
#8
I love blender, but some things are a little ass hatted.
09/14/2005 (10:36 pm)
Ugh, I can't see to rename the actual bone... could you bail me out once more? :)I love blender, but some things are a little ass hatted.
#9
to the right you should see a name that starts with
"BO:"
just change that name to what you want to name the node
09/14/2005 (11:43 pm)
In edit mode on the armature box select the start and end nub of that bone, it should be highlightedto the right you should see a name that starts with
"BO:"
just change that name to what you want to name the node
#10
09/15/2005 (12:43 am)
Awesome, Thanks.!
#11
shape
-detail32
+-mount0
This is how its hierarchie should be, correct?
09/15/2005 (10:59 am)
This is insane, I'm so dense some times.shape
-detail32
+-mount0
This is how its hierarchie should be, correct?
#12
09/15/2005 (11:18 am)
If I remember correctly that should work.... mount0 under detail32... though it has been a while since I've done this :)
#13
Heres a screen of what it looks like in game, as well as in blender hierachie... Ignor the weapon, its lame, and just for testing.
http://img117.imageshack.us/img117/7139/rrrrr8ir.gif
Sorry to be buggin you like this.
09/15/2005 (4:12 pm)
K, thats how I've got it, and I've tried parenting to Shape well...Heres a screen of what it looks like in game, as well as in blender hierachie... Ignor the weapon, its lame, and just for testing.
http://img117.imageshack.us/img117/7139/rrrrr8ir.gif
Sorry to be buggin you like this.
#14
09/15/2005 (10:46 pm)
First of all it looks like you need place the gun model closer to the origin, or at least to the origin of the model (the pink dot) so it doesn't sit in the air. Then just fix rotation and voila! ;)
#15
This is driving me nuts, but i ned some sleep. I'll post some more tomorrow.
09/16/2005 (1:20 am)
Thats not it... I just dropped that model in because I can't show the other one. Also, the rotation is fine in First person view, just not mounted in the right spot.This is driving me nuts, but i ned some sleep. I'll post some more tomorrow.
Torque Owner Nigel Hungerford-Symes
All options available are shown in the GUI inside Blender, select what you want and export.