Game Development Community

My Blender 2.41 has Osteoporosis

by DreamPharaoh · in Artist Corner · 07/07/2006 (7:40 pm) · 2 replies

I have been trying to use Nigel Symes tut on exporting an animation, but it will not show up in Torque after export. I noticed several things that are different; when I add a bone it will put a bone in but it will not automatically try to add another bone. Also when I attempt to parent the bone to a cube the "parent to bone" option is not present. I am wondering if there is some setting, which is typical with Blender, that is not set right.
I have added the script with the appropriate alterations, but the object in torque will just sit there. Also the export log appears to be fine as well.

Any thoughts will be appreciated, Thankyou.

#1
07/07/2006 (11:23 pm)
This is just the way add bone works In last versions. You can select the last joint and use the Extrude comand to get a conected child. Try to parent the cube to the bone, not the oposite, and it should work...
#2
07/08/2006 (7:58 am)
I try to add the bone to the object just like the tuturial but when I move the bone in pose mode it acts like it is not attached. The only way I can get it to attach and move the bone for the animation is by putting the bone in pose mode first then hitting shift and selecting the object then Ctr + P to parent. This seems to work at first. I complete the animation and then when I export the object and make the script it will not run the animation for the object in Torque. Torque adds it in as a scripted object and not a static object so it seems to accept the script. Not sure what I am doing wrong. Here is the code:

datablock StaticShapeData(Podyame2) [Podyame is the name of the plant object]
{
category = "Misc";
shapeFile = "~/data/shapes/plants/podyame2.dts";
};

function Podyame2::onAdd(%this,%obj)
{
%obj.playThread(0,"Action");
}

function StaticShapeData::create(%block)
{
%obj = new StaticShape()
{
dataBlock = %block;
};
return(%obj);
}