Turret DAE missing some parts

There are no stupid questions, just stupid answers.
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Chelaru
Posts: 175
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Thu Jan 05, 2017 11:45 pm
Hello i want to change the Turret_Legs scan animation. But i can't find the part of the model that rotates. Image

I exported to COLLADA is broken.

Loading the Turret_Legs.DAE in to 3ds max gives some warnings Image and the model look like :
Image .

As you can see the rotating part is not there.

Loading the model in Blender is fine, no warnings Image

I want to make the head do a 360 rotation
RasterRon
Posts: 53
Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Thu Jan 05, 2017 11:56 pm
Hey Chelaru,

I think you're looking for Turret_Head.DAE which is this one:

https://github.com/GarageGames/Torque3D ... t_Head.DAE

Image

Hope that helps.
Chelaru
Posts: 175
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Jan 06, 2017 8:15 am
RasterRon wrote:Hey Chelaru,

I think you're looking for Turret_Head.DAE which is this one:

https://github.com/GarageGames/Torque3D ... t_Head.DAE

Image

Hope that helps.



Hello,

The head doesn't contain the rotation animation.
Duion
Posts: 654
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Fri Jan 06, 2017 12:05 pm
The stock assets are known to be broken, don't bother with them.
Chelaru
Posts: 175
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Jan 06, 2017 1:13 pm
Duion wrote:The stock assets are known to be broken, don't bother with them.


:(
RasterRon
Posts: 53
Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Fri Jan 06, 2017 2:56 pm
Image


Not exactly @
User avatar
Duion
, I think it's still a valid DAE file if the engine can import and convert them properly to DTS format. You can also check this when viewing with AssimpView. The downside is any rigged or animation export feature/format for Assimp (Dae/X) is the part that is broken up until now.

@
User avatar
Chelaru
Yes, the Turret_Legs does hold those animations when opening it in AssimpView. I think I might have imported this properly in Blender back then. I just don't recall the exact process of fixing it, but I think I still got a copy of it archived somewhere on one of my old drives. I'll post it if I can still find it..

..and it seems you got the same related question posted here ;)
Chelaru
Posts: 175
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Jan 06, 2017 5:37 pm
RasterRon wrote:Image


Not exactly @
User avatar
Duion
, I think it's still a valid DAE file if the engine can import and convert them properly to DTS format. You can also check this when viewing with AssimpView. The downside is any rigged or animation export feature/format for Assimp (Dae/X) is the part that is broken up until now.

@
User avatar
Chelaru
Yes, the Turret_Legs does hold those animations when opening it in AssimpView. I think I might have imported this properly in Blender back then. I just don't recall the exact process of fixing it, but I think I still got a copy of it archived somewhere on one of my old drives. I'll post it if I can still find it..

..and it seems you got the same related question posted here ;)


Yee, but i was not able to get to a result.
Duion
Posts: 654
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Fri Jan 06, 2017 7:36 pm
In the end you will want to have your own models anyway, the stock assets have been an issue for so many people for so long time now, so that is why I say don't bother with them.
Jason Campbell
Posts: 143
Joined: Fri Feb 13, 2015 2:51 am
 
by Jason Campbell » Sat Jan 07, 2017 2:25 am
If you have access to 3D Studio Max, the stock assets can be imported fine with all their animations, rigging and weights, ect.. I can only attest to 2010 and 2011 though.
Duion
Posts: 654
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sat Jan 07, 2017 5:25 pm
Can't someone just put an end to this debate and import all stock assets in 3D Studio Max and then export them into the most common formats so others can import them in a working condition as well?
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