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Geometry, meshes and Materials will not show up after import

by Aaron Maldonado · in Technical Issues · 06/02/2013 (10:21 pm) · 6 replies

--Problem--
I have 12 human characters with rigs and animations attached to each of them that I tried to import from Blender to Torque3D. The geometry and materials did not show up.The nodes, collision boxes, armatures bones and animations show up seen with nodes. The names of meshes appear, but do not show up. This has worked with lots of other simpler models yet however.
--Details--
1. The human characters are all in the same file
2. They are not parented to each other.
3. They each have human meta rigs and animations on legs
4. The human met rigs are parented to each human appearing mesh object.
5. The 12 human models are not parented to each other.
6. All of their modifiers are applied.
7. They consist of about about 52000 polygons.
8. I am Exporting Collada
9. I have checked the shaped editor an
10. I had renamed many of the meshes if not all previously.
11. I am exporting them to MIT version of Torque 3D
12. I put most of the exported files in the art/shapes/actors/common
13. I did not use any materials on these characters yet.
14. I am using a very recent version of Blender.
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So I wondering what could possibly be the problem and how to fix this?

#1
06/03/2013 (12:00 am)
You need to first save the objects as .blend files before exporting into .dae or this will happen.
#2
06/03/2013 (1:57 am)
I have done that. I even tried exporting and importing the models into other blender files. For some reason it just did not work with the new models I created. It worked with cubes even with those that had armatures attached to them. I tried all sorts of stuff, but I am not sure what is going wrong.
#3
06/03/2013 (5:12 pm)
In that case, I'm afraid I have no idea what the problem could be. Sorry.
#4
06/03/2013 (10:46 pm)
Good news! While I was not able to fix directly. I found way around this.
How problem was solved:
I used Shift F1 in a different blend file and had the objects that I needed imported, then I used Ctrl J to join the human mesh with one the default cube in blender. When I did this and exported the file as Collada.dae, to Torque 3D. It showed up this time. I do not know why, but at least I figure out how I can actually get those models into Torque 3D working alright.
#5
09/27/2013 (8:42 pm)
I've done. In this case, just did not work, I create new models. It works with the cube and even those with an armature connected to them.
#6
09/28/2013 (6:40 am)
52000 polygons per model could be just too much. Things can go a bit wonky, as I experienced this my self. If you have different LODs try to remove the highest detail and see how that goes.

I also know in 3ds max you need to collapse the stack of the mesh before rigging. Else you could have the problem of the mesh not being rendered while imported correctly into T3D. I don't know if this applies to Blender as well.