Game Development Community

Blender Import Is Stupid

by Michael Stoll · in Torque 3D Professional · 02/22/2014 (11:13 am) · 14 replies

I made a test model recently just to try and get something functional into game using Blender model creation, with animations, bones, textures etc etc and it gets in game just fine which is peachy. The animations, however, look absolutely nothing like they do in Blender. One of his hands shrinks and grows depending on the rotation of his arm (despite Scale not being touched in blender) and his hand also merges inside of his torso... again despite that not being the case in Blender.

I can upload the model if anyone needs it. Where would I upload it to? I don't see an attach button.

Thanks!

#1
02/22/2014 (2:24 pm)
This is a problem I am having with the moving parts of doors. So hopefully someone has a solution.
#2
02/22/2014 (5:25 pm)
have you scaled the objects within the engine at all ?
#3
02/22/2014 (9:09 pm)
We have not.
#4
02/22/2014 (9:32 pm)
I haven't run into any issues using rigged, animated characters exported from blender, so I'd say you're going to have to upload the file.

Either a file sharing site, or a dropbox would probably be the ideal upload place.
#5
02/22/2014 (9:41 pm)
Did you export your new animations and made sure those are loaded by your scripts?
#6
02/23/2014 (7:11 am)
https://mega.co.nz/#!xARHkLpY!mIrXVRf89mXk2wRAsv6Cy9iof43hGkrrrgW2asmUeoI

.blend file

Animations:

lean_left: 0-30
lean_right: 30-60
lean_back: 60-90
lean_forward: 90-120
injured_lean: 120-140

horizontal_slash: 140-155

vertical_slash: 155-170

overhead_slash: 170-195

slow_horizontal: 200-233
#7
02/23/2014 (10:05 pm)
Man, this IS weird.

I even deleted the scaling keyframes and it still does it, so something else is happening.

What version of blender were you using?

For now, when you go to load a dae, the collada import window has an option to ignore bone scaling. That fixes the issue, but it would still be good to figure out the actual root cause with this
#8
02/24/2014 (5:45 am)
I currently scale the bones by .33 in Blender so that the model itself will be a reasonable size compared to the regular 'player' model. Would this break anything?

And if so, how else can I scale bones so they won't be too large?
#9
02/24/2014 (7:12 am)
I actually saw and checked that, but that's not part of the problem.

I will say it's always a good idea to apply the scale in blender. There's several ways to get there, but the default keybind with the Blender-type config is Ctrl + A and then selecting Scale.

But that doesn't seem to be the problem here. I even went ahead and started a new model, did a simple animation and got the same effect.

Need to keep looking into this, because I've imported characters far more complicated(fully rigged) than this from blender without a problem before.
#10
02/26/2014 (8:41 am)
I still haven't found anything, so I think I'm going to submit a formal bug report tomorrow. Thanks for your help, though.
#11
04/04/2014 (6:07 am)
Micheal,

I was curious if the bug report you submitted came back with any results yet. I am currently working AI issues for the last several weeks and had to put the animation of doors to the side.

Thank you for any help on it.
#12
04/04/2014 (8:50 am)
I never posted it. I couldn't find a Bug Report forum for the current version of T3D then got distracted before I got around to figuring out a better way of reporting it.
#13
04/04/2014 (9:03 am)
When I get back into the animation portion I will see what I can find. I wonder if the new Blender version has a better collada exporter. I will look into this as well -- its just such a pain going through a new Blender version and having to play "where did they put the useful command buttons this time" game.