Blender-made player model casts a lame shadow
by Correction · in Artist Corner · 12/08/2007 (9:24 pm) · 6 replies
This is probably a really simple answer like I'm missing an important mesh or something in the hierarchy, but it seems like every model I export and use as a player model gets a lame, messed-up shadow as in the picture:
http://www.bellsouthpwp.net/C/o/Correction/screenshot_002-00002.png
What could possibly be the cause of this? It's driving me nuts. My outline looks like this:
bounds
-Cube.003
shape
-detail1
--Armature
----Pose
----Armature
--------...
----player
--------Cube
--------Vertex Groups
http://www.bellsouthpwp.net/C/o/Correction/screenshot_002-00002.png
What could possibly be the cause of this? It's driving me nuts. My outline looks like this:
bounds
-Cube.003
shape
-detail1
--Armature
----Pose
----Armature
--------...
----player
--------Cube
--------Vertex Groups
About the author
Recent Threads
#2
I didn't even have any collision meshes because someone in IRC convinced me it was unnecessary for a player model since collision was determined by "boundingBox" in the PlayerBody datablock. Plus, after messing around with adding big square meshes and calling them "Collision_0," "Collision_0_LOS," and other variants, I still can't make a real shadow appear.
Also, exporting my model from Milkshape, the shadow shows up just fine.
Update: Selecting "Triangle Strips" for geometry type in the exporter resulted in a working shadow! I don't have any idea what this means, though. Would anyone care to explain?
Thanks.
12/09/2007 (10:35 am)
Can you please tell me where you found this information? I've had several people in IRC tell me different things, and I can't find any decent, informative documentation on the required meshes and hierarchy for Blender player models.I didn't even have any collision meshes because someone in IRC convinced me it was unnecessary for a player model since collision was determined by "boundingBox" in the PlayerBody datablock. Plus, after messing around with adding big square meshes and calling them "Collision_0," "Collision_0_LOS," and other variants, I still can't make a real shadow appear.
Also, exporting my model from Milkshape, the shadow shows up just fine.
Update: Selecting "Triangle Strips" for geometry type in the exporter resulted in a working shadow! I don't have any idea what this means, though. Would anyone care to explain?
Thanks.
#3
12/09/2007 (5:24 pm)
...
#4
12/10/2007 (8:30 am)
TGE 1.4.2 and exporter 0.95
#5
12/10/2007 (8:39 am)
...
#6
Many many thanks, Joseph! I'll apply your fix when I get a chance later today and will probably edit this post with the results.
edit: and it did fix the problem entirely. Thanks, again. All I need to do now is research the difference between the geometry types D:
12/10/2007 (9:25 am)
Wow, I can't believe I didn't run across that thread in my several hours of searching the forums. I was probably looking in all the wrong places, because I assumed this was an issue either with my model or the exporter (hence my topic being in this forum).Many many thanks, Joseph! I'll apply your fix when I get a chance later today and will probably edit this post with the results.
edit: and it did fix the problem entirely. Thanks, again. All I need to do now is research the difference between the geometry types D:
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