Yooo, quick question here. I think, anyway.
I've been working on a project...etc, etc, long story short, I modeled a quickie adhoc model to see about getting animations into the engine. So far I've had very, very limited success.
The first thing I tried was a model I made a while back, one of the Emperor's finest:
Unfortunately, after a handful of hours exploring Blender's rigging system (3DS user), Torque outright rejected me. Trying to import it with the Armature anywhere in the exported dae resulted in this:
Download source files here for 'meh' imports
Basically, for whatever reason the camera in the shape editor spawned a distance of 7000 away. Outstanding! Even the editor fears the wrath of the fearsome Adeptus Astartes. But anyway, did some more experimenting before work the next day. What I found out was:
a) Importing with the armature anywhere linked in the dae export induced this problem
b) Unlinking armature created a successful import, but of course, as a shape, bones basically don't do anything
c) Shape imported without segregated bones via collada export options magic made any animation FUBAR
d) No change in scene organization fixed the issue (bip01, start, base, etc)
So I concluded the problem was my model. So, to cut my losses, decided to just grind some Blender exp and make a fresh model, bone it, and then try another go at getting something animated in Torque.
I introduce, cubeman
Might be the dumbest thing I've ever made, but hell, I've got no time. Alright, so, got cubey here rigged, strictly adhered to the scene format I spend hours googling and cross referencing, and imported. Wow, did it work? Yes, it did! Ok, let's try getting an animation going.
Whelp. My first issue was that an animation put through Blender ended up appended with some random keyframes to get it back to the 'rootpose.' I mean, this would be cool and all, but when your Action's designed to flip flop and repeat they pose a problem, especially when they won't krekking go away. Tried modifying 'in' and 'out' boxes, but to no avail, Torque is that grandmother who insists you really need those cookies when it's just extra fat that makes crap look bad. Or Blender. One or the other, never was able to figure out where they came from but I suspect the former because of their dogged persistence.
I gave up looking for the source and just reluctantly modified the animation in Blender to return to the rootpose myself. Imported aaaaand, perfect! Animation looks about as good as 5 minutes in the dopesheet can be. Pray tell, what could my next problem be?
For the sake of time I'll just condense the issues I've been trying to resolve, they're pretty related anyway. Essentially, when I try using my new model,
a) the animation exported with it in the DAE will keep playing. Importing other sequences doesn't matter, if it came in with any animation attached that's the one it wants to play 24/7. Very picky and sheltered imo, just saying.
b) exporting just the rigged model without any animations to then import other DAE files as just sequences results in nothing being played at all. Like, names don't seem to matter. In the zip below CUBEMAN5 has a defined 'root' and 'run' sequence but refuses to use either. Levitation is cool I guess but I need you to listen to me, bruv.
So this is a no-win situation. Here's a zip with the CUBEMAN source, dts, and tscript files.
So the crux of my question becomes: how do I successfully import animations via Blender DAE into Torque3D?
Thank you kindly for any responses.