Game Development Community

Blender and avatars

by Randy Thomas · in Artist Corner · 06/29/2008 (10:03 am) · 6 replies

I'm a total noob and many of you probably know the answer to this. I'm making an environment for my students on Salem of 1692. I've made an avatar in Blender (with make human). I've make a walking animation and exported the .dts and .dsq file. I put those into my TGE files and the system just crashes or gets stuck before opening. I then had the smart&*( idea of simply saving my .dts giving it the same name as the avatar that is in the tutorial.base. That caused the program to crash. I'm obviously doing something wrong when exporting my .dts or maybe it's with the aimation I made in Blender. Is there somewhere where I can find a basic checklist of what steps I should follow in order to make a working avatar in Blender and make it work in TGE?

#1
06/29/2008 (11:36 am)
For starters, I think you should check if your avatar object has all the required dts nodes. See this resource for a dts node listing.
#2
06/29/2008 (11:52 am)
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#3
06/29/2008 (12:37 pm)
How many polys has your model? Make Human tends to build too detailed models for use in the engine without heavy modifications, and AFAIK the .dts format has a max. allowed (I don't remember how many right now, sorry).
#4
06/29/2008 (12:39 pm)
How many polys has your model? Make Human tends to build too detailed models for use in the engine without heavy modifications, and AFAIK the .dts format has a m
#5
06/29/2008 (1:05 pm)
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#6
06/29/2008 (2:53 pm)
It's not a mesh issue (I've kept and eye on that and the export log), I'm betting that my avatar doesn't have the required nodes (since I don't remember ever reading about that), (Thanks Konrad!). I'm going to go back to my avatar and work on the nodes thing and report back. I REALLY appreciate you all being so willing to help.