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Collada and Blender 2.6 [Resolved]

by Travis S · in Torque 3D Professional · 10/18/2011 (2:18 pm) · 2 replies

I have been working with a static mesh, no materials, lights or anything fancy. Just a plain mesh. I created the base nodes, start, and the mesh node.

base01
+-----detail50
+-----start01
      +------Shape50
             +------MeshName

I export it using the default Collada exporter in Blender and start up the dae2dts.

It gives me an error: Object mesh "Shape50" has no matching detail ("detail50" has been added automatically).

Great! It fixed it ... wrong. I import put the resulting dts in the shapes folder, fire up the editor and plunk the new mesh in there. Nothing shows up besides the bounding boxes of where it should be. I try the same with the exported collada file. It sees the mesh, but does not render it! What am I doing wrong?!

The only place I see that has even mentioned blender and torque is http://www.biomassthegame.com/j20090721.html

The only problem is that they are using and older version of Blender and Torque, but make note of the differences in Torque 1.0 and what they are explaining.

#1
10/18/2011 (2:27 pm)
This can happen if your mesh doesn't have a material assigned to it in Blender.
#2
10/18/2011 (2:36 pm)
Ahh, I see. Thank-you. That was my next step but I figured it didn't need one. Guess I was wrong. :D