thunder Posted November 5, 2015 Share Posted November 5, 2015 http://i0.wp.com/www.enemytrenches.com/wp-content/uploads/2015/11/anim.png?w=640this is my own playermodel, with my own animations... and it still screws up!I really dont bother this.. Quote Link to comment Share on other sites More sharing options...
Duion Posted November 5, 2015 Share Posted November 5, 2015 Animation workflow is a bit complicated, but I never experienced such an issue, does this happen with older versions of Torque also? Or what does the issue consist of? Quote Link to comment Share on other sites More sharing options...
Nils Posted November 6, 2015 Share Posted November 6, 2015 Do you get any errors in the console?Delete the cached dts file, load the collada file and check for errors. This could be a skinning issue if you're using your own mesh/skeleton with animations. Quote Link to comment Share on other sites More sharing options...
J0linar Posted November 6, 2015 Share Posted November 6, 2015 this looks like weighting errors to me, especially sincea) the upper part of the body, the arms, seem to overlap each other in the animationb)same happens on the feetI would suggest you to go thru your Armature Setup and clean those weighting errors, its just that.If you use Blender, sometimes when using Autoweithing, you can these kinds of results.These issues can be fixed by manually going thru the weights of the bones and removing the influence where you dont want it. Quote Link to comment Share on other sites More sharing options...
Dwarf King Posted November 6, 2015 Share Posted November 6, 2015 This happens if the model is not re weighted in some way. What was the file type to start with? Did you convert it to another file type?Which program was the model created in?Which model did you use to convert this model into a .dae or .dts file?Those are very important questions.In your case... It is a collada model. This is what I do: If I have a model like fbx/collada, then I open it up with Ultimate Unwrap Pro and convert it to a collada(or dts) files. Most of the time it works. Should that fail I take a more aggressive tool into use. Ligthwave 3D 11.6. Open the fbx/collada file, re-weights all bones(or the bones causing the problem) it is an trial and error process but it often works. Then export the fbx file as a collada or simply save the collada file if it was such a file in the first place. This process in Lightwave 3D also works for collada files. Instead just save the file when done. Hope that helps out.... I don't use blender for character model rigging so my option/method is a bit more expensive with Lightwave 3D, as that is what I rely on. The point here is that you will need to get down into the hand on trial and error process as you use a program to automatic re-weights the bones or do it manually as with Lightwave 3D. Quote Link to comment Share on other sites More sharing options...
thunder Posted November 6, 2015 Author Share Posted November 6, 2015 I used milkshape first, took it into lightray 3d and binded the mesh there, back in milshape, created the animation, saved.. Imported it to blender checked animation and exported it to collada.I think torque is wierd.. Quote Link to comment Share on other sites More sharing options...
thunder Posted November 6, 2015 Author Share Posted November 6, 2015 nah.. sorry guys.. I off torque.. this is just getting harder than I expected.. Quote Link to comment Share on other sites More sharing options...
saindd Posted November 6, 2015 Share Posted November 6, 2015 That's gamedev. A breakfast full of frustration and deception. And we love it. Quote Link to comment Share on other sites More sharing options...
Dwarf King Posted November 11, 2015 Share Posted November 11, 2015 I used milkshape first, took it into lightray 3d and binded the mesh there, back in milshape, created the animation, saved.. Imported it to blender checked animation and exported it to collada.I think torque is wierd.. Ehhh.... Milkshape 3D has a dts exporter plus that works damn well ;) Quote Link to comment Share on other sites More sharing options...
thunder Posted November 12, 2015 Author Share Posted November 12, 2015 yea.. when I use that .. Torque chrashes when I try to load model Quote Link to comment Share on other sites More sharing options...
Dwarf King Posted November 12, 2015 Share Posted November 12, 2015 yea.. when I use that .. Torque chrashes when I try to load model Do you use the default dts plus exporter of the newer updated version? I recommend the default dts plus exporter as that one works flawless for me with the newest Milkshape 3D version... the newer dts plus exporter did some weird things.Which Milkshape 3D version do you use?Which Torque 3D version do you use? Quote Link to comment Share on other sites More sharing options...
thunder Posted November 13, 2015 Author Share Posted November 13, 2015 milkshape 1.8.4torque 3.7 Quote Link to comment Share on other sites More sharing options...
Dwarf King Posted November 14, 2015 Share Posted November 14, 2015 milkshape 1.8.4torque 3.7Reinstall your milkshake 3d program.Use the default dts plus exporter Never ever reuse animations from the same model from a former export if you have:1. Scaled the model in ms3d2. Changed anything at the model in ms3d at allSo you need to re export the animations as well all over if you have changed anything in the model in ms3d. If you try to re use the animations you will get what your picture showed us. A model all twisted ☺This is how I work with ms3d and it works perfect that way. Never re use animations for a model that has been changed in ms3d and re exported to dts. Export new animations everyone and it works.Use the stock dts plus exporter. Quote Link to comment Share on other sites More sharing options...
thunder Posted November 14, 2015 Author Share Posted November 14, 2015 actually I think I found the error... I have both milkshape versions on computer and I think its because I imported the fbx file into 1.8.5 first.. it seems to me that 1.8.5 corrupt the model in some way so it cant be exported with animations, even if you take it into 1.8.4 and export it from there.Because the same thing happend for me with a model I made in 1.8.5 and took into a program and should export as animated md3 model..So I think 1,8,5 is something wrong with... I have reported it to Mete on milkshape3d.comso we'll see.. well then I am back to my problem with importing an fbx file.. because the one in 1.8.4 does rarely works :) Quote Link to comment Share on other sites More sharing options...
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