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Turret DAE missing some parts


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Hello i want to change the Turret_Legs scan animation. But i can't find the part of the model that rotates. http://i.imgur.com/mPW7wFx.png


I exported to COLLADA is broken.


Loading the Turret_Legs.DAE in to 3ds max gives some warnings http://i.imgur.com/SlcXgrP.png and the model look like :

http://i.imgur.com/8rQ1fL4.png .


As you can see the rotating part is not there.


Loading the model in Blender is fine, no warnings http://i.imgur.com/hh6Cs2W.png


I want to make the head do a 360 rotation

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http://i.imgur.com/oNvcMDY.png



Not exactly @Duion, I think it's still a valid DAE file if the engine can import and convert them properly to DTS format. You can also check this when viewing with AssimpView. The downside is any rigged or animation export feature/format for Assimp (Dae/X) is the part that is broken up until now.


@Chelaru Yes, the Turret_Legs does hold those animations when opening it in AssimpView. I think I might have imported this properly in Blender back then. I just don't recall the exact process of fixing it, but I think I still got a copy of it archived somewhere on one of my old drives. I'll post it if I can still find it..


..and it seems you got the same related question posted here ;)

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http://i.imgur.com/oNvcMDY.png



Not exactly @Duion, I think it's still a valid DAE file if the engine can import and convert them properly to DTS format. You can also check this when viewing with AssimpView. The downside is any rigged or animation export feature/format for Assimp (Dae/X) is the part that is broken up until now.


@Chelaru Yes, the Turret_Legs does hold those animations when opening it in AssimpView. I think I might have imported this properly in Blender back then. I just don't recall the exact process of fixing it, but I think I still got a copy of it archived somewhere on one of my old drives. I'll post it if I can still find it..


..and it seems you got the same related question posted here ;)

 

Yee, but i was not able to get to a result.

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Debate? I tried everything to get something usable, especially in Blender, to no avail. The closest I came was, a rig that was compatible with the 3rd person animation of the soldier and Gideon but that was some convoluted Milkshape to 3dmax to Blender path. Anything exported out of 3dmax behaves just like the .DAE that are available with T3D anyway.


I've since moved away from Windows and am lothe even to run it in VM.

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It would be so great to have customizable arms that anyone could open in a free and open source pipeline.

 

Agreed. It would be easy for new T3D users to get some reference on how the pipeline works and gets imported to the engine. I think Blender is the best option for source assets.

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