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Showing posts with label importing. Show all posts
Showing posts with label importing. Show all posts

Saturday, September 3, 2011

Complete Success

I totally just imported the model into RCT3. And it worked freaking perfectly. I am happy.

I know it must have been strange reading my posts. Since I have not given much away about this model, you've had to go on basically nothing. Sorry about that.

Anyways, it is now fully imported! All my test animations work perfectly. I just have to texture it and it will be complete. I love conquering stuff. Or rather.... I like at the end when you get to step on the back of your foe's head, smashing his face into the dirt, as you strike a badass pose and gloat about how great you are and how much he sucks.

Wednesday, August 31, 2011

Nope wasn't the X-mirror

I am so confused. Every time I think I've figured out what is causing the problem, it does something I was not expecting. The X-mirror thing was not accurate at all. The best guess I can come up with now is that its something about the way that the bone weights overlap. But its difficult to figure out exactly what the "rule," is, so to speak. At one point I thought that it was "Only adjacent bones can have common weight." But that's not what causes it alone; I did a test model of a segmented rectangular prism where weights from a grandchild bone overlapped with weights from the grandparent. It imported fine. I really hope that soon everything will become clear.

Wednesday, August 24, 2011

3/4 of the way there

So today I managed to get the Mesh, and all 64 bones (that's right, I said 64) of the Armature to import correctly into RCT3. But there is a catch. The importer will only accept the armature if I delete all of the vertex groups that correspond to all of my tedious weight painting. So, the model imports, but it is not properly deformed even though the armature is imported with it. The suspicions that I had a few posts ago have now been pretty much completely confirmed; it's the vertex groups. Now I just need to figure out what the heck is wrong with them.

Tuesday, August 23, 2011

Halfway there

Good news. I've successfully imported the mesh of the model that I am still not revealing. But only the mesh. I had to take off the armature, and replace it with one that was different. Why that should make any difference at all is very strange to me. But it supports my theory that whatever is wrong has to do with the vertex groups.

Monday, August 22, 2011

Importing problems

Ok, here's the deal. Two days ago, I went over the model that I have been weight painting and found a handful of mistakes and little things that I fixed. That was good. The day after that, I continued doing the same thing, as well as doing a little animation to test out the model in RCT3. That went well, too. The problem came, of course, when I tried to import the model into RCT3. It gave me the same ping that it gave the higher poly mesh. So to make sure that size wasn't the issue, I took a different model that imports successfully, subdivided the mesh a few times, and then imported that. This .modxml file was 12 MB in size, and it imported successfully. The model that won't import successfully is 5 MB. Clearly, size is not the issue here.

Now, at first this kind of made me regret going back to the lower poly mesh, since it wasn't the complexity that was the problem. However, it was so incredibly frustrating to weight paint the hi-res version that I think it is worth going back to the low-res version just to make the weight painting easier.

Back to our timeline: Yesterday all I did was try and figure out what the importer doesn't like about the model. The only thing I concluded was that since it can't be the size, it must have something to do with the vertex groups/weight painting. However, the Warrior of Light model uses vertex groups to define weights for the various vertices, just like this model. And there are no problems with it. I figure I just have to keep looking and I will find some strange thing that I did that causes the error. That's the nice thing about Blender. It's always something you've done. It may be frustrating, but you can always correct it. However, what's really frustrating is when a program malfunctions, and you have done nothing wrong. Then it's almost impossible to get it working right.

I'm looking at you CryEngine 2.

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