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.
I'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.
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.
I'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.
#2
'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.
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
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)
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
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.

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.
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.

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
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?
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
// What's with Pelvis_L | and Pelvis_R |, if you're trying to use default animations..?
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..?
#7
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?
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
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.
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.
Torque Owner TheGasMan
G.A.S. [+others]
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)?!