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3 Dimensional Chat / Blender animation rigging&exporting checklist

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Maxmax123
16
Years of Service
User Offline
Joined: 11th Feb 2008
Location:
Posted: 15th Apr 2008 05:51 Edited at: 15th Apr 2008 06:50
I Wanted to make a checklist that myself and other people could use while modeling in blender.

Ive been trying very hard to get my model properly rigged
but Ive had no luck yet.

Ive downloaded some models from the stickied thread that work in dbpro and looked then over to find clues.

I guest the only real clue I have is the usage of blenders action editor for animations

My model details
19 bones
a few overlapping vertex groups
uv mapped




So What I have done so far is:

All vertex groups in use
scale and rotation
no "invisible" bones
all bones have a starting and ending frame
every vertex is in a group
no spaces in names
every bone has a vertex group
(Confirmed)
Scale and rotation separatly and before parenting mesh to armature


Id like to do this now since nobodys dont it already.

If you have been sucessful with exporting or you know what your doing please post anythnig else you d think I need to do.

If I have any sucess Ill post back about it.

Update : SUCCESS!!!!
My model loaded and is animated!!!!
Notes added to list under (confirmed)
hessiess
17
Years of Service
User Offline
Joined: 30th Mar 2007
Location: pc!
Posted: 17th Apr 2008 01:52 Edited at: 17th Apr 2008 01:55
every object should have at lest one key frame, this includes the armature object. put armature in object mode, salect everything and press i -> locrotscale
you should not have more than one uv set, action or material pur object.

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