A player model question and UV face question
by Matthew Langley · in Artist Corner · 12/01/2004 (6:18 am) · 4 replies
First question...
trying to export a player model from Blender to Torque... what nodes do I need ?
I have Cam.. working fine, eye, working fine also... is there anything else I need, outside of bone structure etc...
I am also trying to get a hand animation to play, but it plays "funky"... in blender it looks fine,when I export it to Torque it plays when my player enters the game (plays funky, as if one bone doesnt move correctly) then it stops, if I try to play the animation again (by firing) it crashes... it seems the thread "stalls" after it plays.... any advice ?
Second question, I made an axe in blender, simple woodgrain texture and metal textures also. Some of the UV Faces aren't showing, they come up as transparent, though it looks fine at blender. I went to "UV Face Select" and saw the same gaps there, how do I fix this, I select the faces and make them "two sided" and it fixes the problem in blender but not the exported model...
thanks for any help
trying to export a player model from Blender to Torque... what nodes do I need ?
I have Cam.. working fine, eye, working fine also... is there anything else I need, outside of bone structure etc...
I am also trying to get a hand animation to play, but it plays "funky"... in blender it looks fine,when I export it to Torque it plays when my player enters the game (plays funky, as if one bone doesnt move correctly) then it stops, if I try to play the animation again (by firing) it crashes... it seems the thread "stalls" after it plays.... any advice ?
Second question, I made an axe in blender, simple woodgrain texture and metal textures also. Some of the UV Faces aren't showing, they come up as transparent, though it looks fine at blender. I went to "UV Face Select" and saw the same gaps there, how do I fix this, I select the faces and make them "two sided" and it fixes the problem in blender but not the exported model...
thanks for any help
About the author
Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.
#2
maybe thats whats happening... not sure though... i start, it plays the funky hand animation on start, then if I try to attack (which calls it again) it crashes... when using torque -show I test the animation thread and it stalls at the end, I must "stop" it then start it, as if I'm not ending the sequence right... anything special needed at the end of the aciton/sequence
12/02/2004 (7:03 am)
Thanks, forgot about the mount node...maybe thats whats happening... not sure though... i start, it plays the funky hand animation on start, then if I try to attack (which calls it again) it crashes... when using torque -show I test the animation thread and it stalls at the end, I must "stop" it then start it, as if I'm not ending the sequence right... anything special needed at the end of the aciton/sequence
#3
am I missing something in the UV face editor... is there a way to point out which faces should be there... a lot of my new objects have a lot of holes now
12/15/2004 (6:23 am)
Still having a problem with certain faces not showing up...am I missing something in the UV face editor... is there a way to point out which faces should be there... a lot of my new objects have a lot of holes now
#4
12/15/2004 (8:40 pm)
Lol... ok I'm stupid... I just need to recalc normals... ctrl + N
Torque Owner Gary Haussmann
Also, it helps to have a ground transform defined for certain animations (run, walk, death) otherwise I have found that the game will sometimes crash as it tries to calculate your ground transform. To produce a ground transform, put in a mesh object named "Bounds" enclosing your player, and crank up the "Ground Frames" slider in the exporter configuration for specific animation sequences.