fLUnKnhaXYU Posted November 14, 2018 Share Posted November 14, 2018 this is the static model as it appears in the pacific demo and v 3.9this is an image from v. 3.10its the same DAE file in both folders . Quote Link to comment Share on other sites More sharing options...
Duion Posted November 14, 2018 Share Posted November 14, 2018 I would guess it has something to do with animations. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 15, 2018 Author Share Posted November 15, 2018 Thank you Duion , Here is an image in Pacific Demo , the same file during flying animation seen in the 3.10 image . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 15, 2018 Author Share Posted November 15, 2018 here is a link to the modelhttps://free3d.com/3d-model/black-dragon-rigged-and-game-ready-92023.html Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted November 15, 2018 Share Posted November 15, 2018 Strange. I can't even load the mesh into T3D. I get a "too many bones" error. Obviously you can. Try using the Shape Editor to move those nodes that are causing the stretching of the skin. It almost looks like the "origin" is being included in the "weighting" of the skin. Quote Link to comment Share on other sites More sharing options...
Duion Posted November 15, 2018 Share Posted November 15, 2018 You probably downloaded the .DAE file, but you should download the blender file instead, I did and it comes in different formats, for blender game engine, for cycles render, for animation and with baked animations.I would chose the one with baked animations and try exporting it until it works, or you can use the one for animations and create animations yourself, or just use it for testing, if it exports and imports fine. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 16, 2018 Author Share Posted November 16, 2018 Sorry , Jason , its been a little while since I started messing with that file and I had only used it in ver 3.9 until this .I believe Duion is correct , I use blender and exported the DAE using the baked animations file . So this is from todays further look into it . As Jason suggested I checked the nodes in the shape editor .I have a current source code so i looked and fount this tsShape.CPPline 62. U32 TSShape::smMaxSkinBones = 70 ;Some numbers from the dragon model ;number of bones in Rig = 137number of bones in feet = 66 70 'ishso I deleted the 66 foot bones plus a few head bones and relaced the feet bones withjust 4 bones . this picture shows the result . just a little messed up though . So , I guess its the bone limit then ? Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 17, 2018 Author Share Posted November 17, 2018 so, this may be just redundant but heres a comparison of 3.9 (Left)and .310 (Right) . These are using the 137 bone original version of the armature , with a cam and eye added These are using the exact same folders for all of the art which are placed in each executables folder . besides the issue with the dragons rendering I am a little curious as to why the same color settings are so different in appearance . I only really noticed after i ran the sectors package in the 3.9 folder . Quote Link to comment Share on other sites More sharing options...
Duion Posted November 18, 2018 Share Posted November 18, 2018 Ask @JeffR or someone who knows the code better, but from what I know is, that the rendering is changing over time, I'm too lazy to look back and see what change was introduced in what version, but there were a lot of changes and maybe your bone issue was introduced somewhere down the line, so you could help debugging it, write an issue report and/or even fix the issue and make a pull request, things like that happen. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 20, 2018 Author Share Posted November 20, 2018 Thank you for your suggestions Duion . Quote Link to comment Share on other sites More sharing options...
JeffR Posted November 26, 2018 Share Posted November 26, 2018 Just to be sure, but in your last update with the side by side in the sector demo, you said that both are using the 137 bone rig. DId you up the bone count limit?If not, go ahead and just bump that guy up to like, 140 or whatnot and see what it does.I've been using 100 in my personal test builds, so it's not like 70 is a "go past this and she 'asplodes" limit or anything, more just for efficiency/compactness as a default setting. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 27, 2018 Author Share Posted November 27, 2018 No , I had not edited the source file . I believe that would do the trick though . Thank you , Jeff . Quote Link to comment Share on other sites More sharing options...
JeffR Posted November 27, 2018 Share Posted November 27, 2018 Yeah, no problems. Let us know if bumping that limit worked. If so, then another approach if you want to keep the bone limit low would just be to split the mesh up into a few submeshes. the bone limit number is bones per-submesh, so if upping the limit works, then either of those approaches would work. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 28, 2018 Author Share Posted November 28, 2018 Oh , sm = sub mesh , Thanks a lot , Jeff . I,ll give that a try that with the v3.10 then Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 29, 2018 Author Share Posted November 29, 2018 That worked , Jeff , this is 3 armatures and 3 sub-meshes in 1 model using version 3.10 . You can see the gaps between the meshes but all animations work well . 137 bones total Quote Link to comment Share on other sites More sharing options...
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