Game Development Community

Yes, I KNOW all the vertices should be in a group...

by Daniel Buckmaster · in Artist Corner · 08/05/2008 (8:52 am) · 6 replies

And they are... as far as I know... but I still get a strange export.

img241.imageshack.us/img241/1843/exportcraprr5.png
The legs and arms of the mesh is invisible, and there's all the random planes (which flicker when I move the camera, and when the object they're from moves).

This shape uses the OrangeGuy without all the constraint business - he just uses his own skeleton, rather than trying to share Kork's. Each box/limb is a separate object, all parented to the armature. Each mesh has one vertex group, named after a bone in the armature, that all its vertices are part of.

Going into ShowTool, the head, chest and pelvis are fine, but the rest is invisible - and it seems that none of the nodes from the invisible areas are present, either.

I tried exporting with triangles as well as triangle lists; no difference.

Also, on an unrelated note - there are some strange CRH named bones in the OrangeGuy armature. I can't find them anywhere, and they're not selectable in the outliner. I can just set them not to export, but they're bugging me :P

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
08/05/2008 (9:16 am)
I usually find the model warps when it isn't set up correctly to follow the animation - or the animation isn't correct for the model's bone structure. Obviously wrongly grouped verts also cause this.

As for mesh parts not showing up, have you checked that the normals are pointing the correct direction?

I'm not using Orange Guy (though I have had a look at it). My player models, armatures and animations are all scratch built, so I'm probably not being too helpful - but check the normals for the invisible faces.

Oh, and you did triangulate all the polys to tris, didn't you? And you've got all the bones selected in the exporter?
#2
08/05/2008 (9:44 am)
Quote:Oh, and you did triangulate all the polys to tris, didn't you?
Aha! I thought that wasn't necessary. But then, why would some show up and some not? I'm gonna see about that...

Nope. Checked the normals, made tris from quads, still the exact same problem.

Quote:or the animation isn't correct for the model's bone structure.
This shouldn't be the case, since I made the animations in Blender and exported them with the shape.

Quote:My player models, armatures and animations are all scratch built
I think I might just have to do this - it may be some residual witchery from the Orange Guy constraint stuff messing up the export. I just tried doing it this way because whenever I make a player model, it turns out crap. Yes, worse than the Orange Guy ;P
#3
08/05/2008 (6:43 pm)
...
#4
08/05/2008 (11:45 pm)
That'd be awesome, thanks! - but first I'll see what I can do about that residual witchery...

Well, I found the hidden bones (I knew they were in layer 16, but not bone layer 16 :P), but that didn't seem to do anything.

Well, there is something strange going on... my right foot object has somehow gtten its own action for my 'run' sequence. As in, there's an action for the armature, and an action for the foot. This is kinds hard to explain :P. I might just send you the file...
#5
08/06/2008 (2:15 am)
So, the solution, as Joseph kindly pointed out, is that I had been excluding some bones from the export that I thought were uneccessary. Tuns out, that also excluded all their children. So half my bones were not exporting, leaving their vertices free to roam.

Thanks again, Joseph!
#6
08/06/2008 (2:36 am)
...