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Exporting vehicle from blender using collada

by Justin Knight · in Torque 3D Professional · 07/07/2010 (8:28 am) · 4 replies

I'm trying to export a vehicle from blender. This is my scene hierarchy:-

i153.photobucket.com/albums/s206/nev7n/vehiclenodes.jpg
As far as I can see that matches the traditional DTS hierarchy mentioned in the official T3D docs and in the tutorial I found here: www.biomassthegame.com/j20090721.html.

Unfortunately when I try and load the level containing the exported shape I get the following errors and the game hangs:-

Object mesh "CollisionCarpet-1" has no matching detail ("Collision-1" has been added automatically)
Object mesh "Carpet200" has no matching detail ("detail200" has been added automatically)
Writing cached COLLADA shape to art/shapes/flyingcarpet/flyingcarpet.cached.dts
Validation required for shape: art/shapes/flyingcarpet/flyingcarpet.dae
Warning: shape art/shapes/flyingcarpet/flyingcarpet.dae collision detail 0 (Collision-1) bounds exceed that of shape.

My bounding box is larger than my collision mesh which is in turn larger than my shape mesh.

The .blend file, .dae and .dds texture are in this zip file: www.justin-k.co.uk/scratch/flyingcarpet.zip

#1
07/07/2010 (8:52 am)
When I try to import this dae into maya it crashes also, maybe there is something weird with your export.
#2
07/07/2010 (9:01 am)
That's strange - I'm using Blender 2.49b with the Collada 1.4 exporter version 0.3.162. I can export static shapes without any problem.
#3
07/07/2010 (9:15 am)
Just a thought, are you using "empties" as your nodes - cos I think they have to be bones (armature) in Blender ... or is it the other way around .. :S
#4
07/07/2010 (9:25 am)
I tried using an armature but got the same result. The tutorial I linked above is using empties so I'm pretty sure they should be empties.