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Collada import. Renamed armature nodes and deformed mesh.

by Joel Stephens · in General Discussion · 10/15/2010 (12:02 am) · 8 replies

I have exported a model from blender to collada format. Its just a mesh and an armature. There are no animations.
When I import the model into torque3d and view it through the shape editor the model and the skeleton are no longer the same size and the mesh is deformed. Also I noticed that all of the skeleton nodes have been renamed.
I am using blender version 2.54.
I have taken a screen shot to demonstrate the problem.
dl.dropbox.com/u/10327232/Untitled.pngI've searched through the collada file and those node names do not appear.
Also here are my model files if anyone would like to import them and compare results.
http://dl.dropbox.com/u/10327232/big_man.dae
http://dl.dropbox.com/u/10327232/big_man.blend

I have been trying for some time to get a model imported into t3d so I can experiment with a few things. Each attempt has resulted in critical failure so far.

#1
10/15/2010 (2:44 am)
Save a backup, then make sure all scene components are unhidden, reset scaling of all the meshes and bones. Re-export.

This may not fix it but there are definitely issues with certain collada exporters and hidden objects in the scene.
- Also, what collada exporter are yuo using and what export options are you using ?

Last of all: ::yells out:: STEEEEEEEEEEEVE (Acaster)?!
#2
10/15/2010 (9:41 am)
Yeah...don't know what's up, but your linkie there came up as containing an 'annoying' program/malware/spyware[what up with that??] Never seen that happen before...'annoying' alert!

'Normally' I'll grab a link to a file and inspect it for 'helping'...ah, on this one; not so much, sorry neighbor....was the DAE link.

Might be some odd little lines in the DAE file, not sure.....kinda don't like Collada for a reason like that....human readable/editable/hackable.
#3
10/15/2010 (1:26 pm)
NO AV freakout here ...

yes, nodes do have funny names - however the mesh is not deformed and looks as expected in-game.

I'd suggest going here and reading how to set up the heirarchy correctly (bounds box where?), and make sure that you have those modifiers applied. I usually create armatures with the add function ...
And always create everything from the orni-view (above) to prevent fluffed up rotations with blender->dae. Also try and have all your objects origin at 0 0 0.

I re-exported the model without modifiers, and with a bounds and all is fine, name nodes and all (on an older version of blender, cos I still like the dts exporters for the time being).

Disable Physics is the only exporter option you need checked (and triangles obviously)
#4
10/15/2010 (9:58 pm)
Thanks guys, I have no idea why there would be an a/v warning on that file.
I did some more experimenting with the .blend file. Looks like I still had some modifiers applied to the mesh. After clearing the modifiers and deleted the vertex groups the model then looks fine in blender.
Here is my current position.

dl.dropbox.com/u/10327232/Untitled2.png
Now at this point the mesh and the skeleton are not connected in any way. I'm trying to go one step at a time here.
Next problem is that the joint nodes are still renamed. Again the nodes are named correctly in the collada file itself.
I also set all object origins to (0,0,0).
I've read through that link before. I'm trying to go one step at a time and export in between before I add all of that stuff. Unless a bounding box is absolutely required for torque to open the model correctly.

I am using the built in collada exporter in blender 2.54. As far as I can tell there are no export options.

I also updated the links above to my current working file.
#5
10/16/2010 (12:26 am)
Spaces! The torque collada importer seems to be incorrectly truncating node names that contain a space.
I would like to be able to use the built in dsq animation files so I need to use the same node names. Is there a way around this?
#6
10/16/2010 (11:49 am)
..in 1.1, you can rename the bones in the shape editor, this may be possible in earlier versions using the TsShapeconstructor.

// What's with Pelvis_L | and Pelvis_R |, if you're trying to use default animations..?
torque.abigholeintheweb.com/public_system/useruploads/bones.jpg
#7
10/16/2010 (4:06 pm)
Ok, I guess I will have to rename all of them.
Pelvis_L and Pelvis_R are from blender using bones instead of joints.
They both occupy the same point as Bip01 Spine. Do you think those will prevent the animations from working properly?
#8
10/16/2010 (5:47 pm)
Hmmm, renaming the bones is going to be a problem after all. I'm still learning so I'm going to be exporting a lot and I would have to rename every bone each time I export.
Is there maybe a way to edit the node names in the dsq files for now so they don't need names with spaces?
Is there a chance of an updated demo coming soon?

Also I just realized I can disconnect bones from the skeleton in blender and still maintain the parenting. So I guess I don't need those extra Pelvis_L and Pelvis_R bones after all.