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Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 12:12
by FranzoGuy
Hey there, I'm trying to rig a model in Blender with the existing bone structure and I'm wondering if moving the bones to fit my character will have any consequences during importing. Anyone got an answer to that? Thanks.
P.S.: I'm not resizing any bones, just moving them.
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 17:11
by TitiShu
Can we use
Code: Select all
<MoveShape Type="mesh" File="Meshes/xxxxx.Shape.gbx"/>
on dynamicObject to add collision on it ???
It doesn't work with the importer.... maybe an other script
It would be great to make some moving platform
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 18:53
by string
clem_the_geek wrote:....while a block IG is 64 inches long
That's just what it's not anymore. At least not in 3dsmax. Before update it was 64 inches, now it's 64 meters. Trying to convert the same fbx files now (using inches) creates a really small model, while correcting the system units to meters restores the original size. Models converted before update still look the same IG though. Perhaps that's why it hasn't dawned on everyone yet.
PS to the guys who posted inbetween. The Guys at Nadeo look at every post, not just the last one

Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 19:13
by clem_the_geek
EDIT : In fact, it seems the block have to be 1meter long now...

P.S. I hope I'm not repeating someones' words...
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 20:55
by darkpuddle1
When I try export my character skin my UV co-ordinates don't seem to export too because all the textures are in the wrong place in game...
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 21:00
by faserg1
darkpuddle1 wrote:When I try export my character skin my UV co-ordinates don't seem to export too because all the textures are in the wrong place in game...
What are you mean by wrong place? Explain your problem, please.
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 21:04
by darkpuddle1
i unwrapped my UV's in 3DS max, separating each section and scaling parts. Then when I go to export it as an FBX, the textures should be within those co-ordinates (e.g. i mapped a grey texture to a face in photoshop, so in game the face should be grey).
But when i open my model in game the textures are in messed up, the face is black and some parts like the legs the textures are really stretched. It doesn't look like the model i have in my 3D software.
I exported it fbx version 2013
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 21:09
by faserg1
Hmm, looks strange. What channel use UV map?
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 21:10
by darkpuddle1
channel 1
Re: NadeoImporter (Updated !)
Posted: 19 May 2013, 21:14
by faserg1
Does exporting has errors? Look at settings of exporting. Maybe problem in there.