Problem importing FP Arms in Blender
by Dino Srdoc · in Torque 3D Beginner · 07/25/2013 (10:33 am) · 14 replies
When I open the FP_SoldierArms model in the Shape Editor, everything is fine and dandy and all of the nodes are where they're supposed to be.

But, when I import it in Blender, it seems to be broken.

If anybody can import the model in Blender (or any other modeling program), could you point me to what I'm doing wrong?

But, when I import it in Blender, it seems to be broken.

If anybody can import the model in Blender (or any other modeling program), could you point me to what I'm doing wrong?
#2
It is because Blender and Max have different ways to represent the same animation data that is valid collada in both cases. Blender has come a long way with their collada support, but the differing ways the animation data is represented messes things up.
I can import many of the DAE formats that GG provides into Blender just fine. However, if I try to use those models with the animation files it all goes to hell. So the animation needs to be redone in Blender.
So try deleting the animation data that was imported with the arms and see if the fixes the arms in Blender. I could be wrong about the 1st person DAE files as I have really only messed with the 3rd person models.
I did however, import the robot from the Sector T3D demo just fine animations and all. That is because those animations were included in the DAE file. GG, if possible include animations in the DAE for Blender folks.
07/25/2013 (12:49 pm)
Make sure you have the latest version of Blender. Older versions did have a bad collada implementation.It is because Blender and Max have different ways to represent the same animation data that is valid collada in both cases. Blender has come a long way with their collada support, but the differing ways the animation data is represented messes things up.
I can import many of the DAE formats that GG provides into Blender just fine. However, if I try to use those models with the animation files it all goes to hell. So the animation needs to be redone in Blender.
So try deleting the animation data that was imported with the arms and see if the fixes the arms in Blender. I could be wrong about the 1st person DAE files as I have really only messed with the 3rd person models.
I did however, import the robot from the Sector T3D demo just fine animations and all. That is because those animations were included in the DAE file. GG, if possible include animations in the DAE for Blender folks.
#3
07/25/2013 (12:51 pm)
Also, try deleting the control crap that got imported. I seem to remember issues with that too.
#4
Also, you will HAVE to create your own animations as those exported by Max will not work with the same model exported by Blender. This is what I was talking about when it comes to the animation data. Maybe try the same version of Blender that I did. I noticed yours is version 2.67 so maybe they futzed with the DAE import again.
07/25/2013 (7:12 pm)
Just got a minute and loaded the arms into Blender 2.65.0. It loaded in fine with a bunch of useless garbage in there. Deleted all the junk. I am not sure why it is transforming the arms on you. Also, you will HAVE to create your own animations as those exported by Max will not work with the same model exported by Blender. This is what I was talking about when it comes to the animation data. Maybe try the same version of Blender that I did. I noticed yours is version 2.67 so maybe they futzed with the DAE import again.
#5
So I need to create an entirely new armature, create animations and bake them in the .dae file?
@Demolishun
I checked Blender's new features, and you were right, in 2.66 they "improved" collada import and export. Downloading 2.65 now, will post results.
07/26/2013 (1:37 am)
@J0linarSo I need to create an entirely new armature, create animations and bake them in the .dae file?
@Demolishun
I checked Blender's new features, and you were right, in 2.66 they "improved" collada import and export. Downloading 2.65 now, will post results.
#6
07/26/2013 (1:49 am)
Apparently, 2.65 imports it just fine. Well, it still doesn't look quite like it does in the Shape editor, but it's a start.
#7
No, just delete the crap on the bottom. The arms and armatures will be fine. Now, since it did not import animations with it you have to create new ones. If it had imported animations from the DAE it would have worked okay.
Also, the weird import on later versions "might" be because it is retaining relationships with the crap on the bottom. So getting rid of that "might" fix it. It is worth a try anyway.
07/26/2013 (2:46 am)
@Dino, No, just delete the crap on the bottom. The arms and armatures will be fine. Now, since it did not import animations with it you have to create new ones. If it had imported animations from the DAE it would have worked okay.
Also, the weird import on later versions "might" be because it is retaining relationships with the crap on the bottom. So getting rid of that "might" fix it. It is worth a try anyway.
#8
07/26/2013 (2:47 am)
Just to give you an idea try and use the arms with the animations that came with the engine. It should twist the arms all up and look like crap. Thus you need to reanimate.
#9
as i seriously doubt that you would want to use T3Ds one
especially since you can do much mure regarding animations with a more advanced rig
but its your choice
07/26/2013 (9:29 am)
the reason why i said a new armature isas i seriously doubt that you would want to use T3Ds one
especially since you can do much mure regarding animations with a more advanced rig
but its your choice
#10
Please elucidate on what you are talking about. I thought an armature was an armature? Blender can do a lot of different thinks with the same armature.
07/26/2013 (2:10 pm)
@J0linar,Please elucidate on what you are talking about. I thought an armature was an armature? Blender can do a lot of different thinks with the same armature.
#11
an armature is a armature - yes
but there are ways you can enhance your armature with adding
specific bones with constraints
such as track to and inverse kinematics
when you look at teh stock T3D armature
what dou you see? that makes animating easier - actually nothing
see that is what am talking about
instead of taking the T3D armature
just create your own that fits your needs and is suitable for your
level of animation expertice
anyways i tought it would be selfexplainatory
but seems not
so here is a screen of my puppet armature

what you see here is a armature with bone shapes and locked roations
alogn with ik and track to constraints
07/26/2013 (2:35 pm)
to elaboratean armature is a armature - yes
but there are ways you can enhance your armature with adding
specific bones with constraints
such as track to and inverse kinematics
when you look at teh stock T3D armature
what dou you see? that makes animating easier - actually nothing
see that is what am talking about
instead of taking the T3D armature
just create your own that fits your needs and is suitable for your
level of animation expertice
anyways i tought it would be selfexplainatory
but seems not
so here is a screen of my puppet armature

what you see here is a armature with bone shapes and locked roations
alogn with ik and track to constraints
#13
just for testing and reimporting the soldier arms - that would make sense
but if you are honest evryone here is probably gonna aim for something
individual so better do it from scratch that way you know how to solve a problem when it comes up and believe me - ther are always bottlenecks
07/26/2013 (2:50 pm)
sure it can but why would you do that?just for testing and reimporting the soldier arms - that would make sense
but if you are honest evryone here is probably gonna aim for something
individual so better do it from scratch that way you know how to solve a problem when it comes up and believe me - ther are always bottlenecks
#14
Now one reason I would change the armature out is if I already have a bone structure with animation. Maybe that is what you are getting at. Sorry if I am completely missing what you are thinking here.
07/26/2013 (3:50 pm)
The reason I would keep the same armature is because all the vertex weights are already determined against the armature. I just don't see why the existing armature could not be tweaked to do what a person might want. It is the armature that you add IK, constraints etc to. I would just add targets for handles and add any control bones if needed.Now one reason I would change the armature out is if I already have a bone structure with animation. Maybe that is what you are getting at. Sorry if I am completely missing what you are thinking here.
J0linar
and expect them to be looking right
- because Blenders .dae import is still not mature enough to be able
to load the .dae fileformat like max or other highcost modelling packages
what you can do is to create your own armature weight it to your model and to export it as .dae
import it into T3D and aslong as you have setup the model script files correct it should play/ work.
lookup the model scripts inside the T3D shapes folder of the Soldier