2 Problems after collada export to T3d, need some help (pics)
by Grey9999 · in Artist Corner · 10/27/2012 (9:49 am) · 7 replies
First pic is the model in blender looking how it should, second pic is in torque 3d. Missing
faces on his forearms and upper chest. Second problem is his legs are not in the right pose but the upper body is. (the model only has one sequence right now a simple idle animation). The model has 2 mesh objects, the head and the body, and two materials. Keep in mind I'm not too knowledgeable this is my first attempt to import anything into torque. Oh yeah also the model seems dark in torque like it isn't lighting up enough or something.


faces on his forearms and upper chest. Second problem is his legs are not in the right pose but the upper body is. (the model only has one sequence right now a simple idle animation). The model has 2 mesh objects, the head and the body, and two materials. Keep in mind I'm not too knowledgeable this is my first attempt to import anything into torque. Oh yeah also the model seems dark in torque like it isn't lighting up enough or something.


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#2
Check the bones Parents in the leg. Check the rotation of the bones.
All the gimbals should be facing the same general position.
It's more difficult to explain than to show you but:
Your Heading, Pitch, and Rotation on each bone should generally be aligned and without gimbal lock.
If thats not it, please share what you discover.
Hope that helps to explain it.
10/27/2012 (11:26 am)
I don't use Blender, but comparing the 2 pictures, it looks like the bones in the leg are following the parent positions rotation.Check the bones Parents in the leg. Check the rotation of the bones.
All the gimbals should be facing the same general position.
It's more difficult to explain than to show you but:
Your Heading, Pitch, and Rotation on each bone should generally be aligned and without gimbal lock.
If thats not it, please share what you discover.
Hope that helps to explain it.
#3
10/27/2012 (6:22 pm)
I found that it needs to be saved as a .blend just before exporting the .dae or I get messed up COLLADA files. If you already did that then I have no idea. Sorry.
#4
from material window's adavance options check for correct property.
from that,lots of variation u can give to your model
10/27/2012 (9:00 pm)
"Oh yeah also the model seems dark in torque like it isn't lighting up enough or something."from material window's adavance options check for correct property.
from that,lots of variation u can give to your model
#5
Just select all those polygons/faces with normals facing inwards the model and flip the normals, so they point outwards.
10/28/2012 (12:29 am)
Looks like your normals are flipped e.g. pointed inside out, thus the model is dark, plus it should be mentioned the model or some of its parts should be transparent if the normals are flipped.Just select all those polygons/faces with normals facing inwards the model and flip the normals, so they point outwards.
#6
As for the darkness problem the "color" of the diffuse map in the material editor was set to a grey by default, I changed it to bright white like the default soldier and now he's much brighter.
10/28/2012 (2:31 am)
Scott - found out collada does not support the direct export of Inverse kinematic rigs, and discovered the "bake action" function in blender.As for the darkness problem the "color" of the diffuse map in the material editor was set to a grey by default, I changed it to bright white like the default soldier and now he's much brighter.
#7
10/28/2012 (11:29 pm)
Glad you worked it out :)
Torque Owner Grey9999