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Dark GDK / Problem with exporting animation (Blender)

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programing maniac
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Posted: 20th May 2008 22:22
I have to make a program for a project at school. I have to make animations on blender, export them, and put them into a darkGDK file to use them in school. My problem is-

I made an animation on blender, but when I export it and try to open it, the directX reader says (the image attached to the post) error loading model.

Am I doing the Animation wrong? Do I have to do animation in blender a certain way in order to get it exprted. If so, could I have a link of a website that will show me how?

Thanks!
p.s.- I am also going to use this stuff in a game, and not just for school. I am hopeing to make an FPS, and try to post it.

~~Its not about what you know, its about how you figure it out.~~

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tobi453
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Posted: 20th May 2008 23:21
Are using an armature?

FINAL VERSION RELEASED!!!!
programing maniac
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Posted: 20th May 2008 23:26
Yeah.

~~Its not about what you know, its about how you figure it out.~~
tobi453
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Posted: 20th May 2008 23:44 Edited at: 20th May 2008 23:45
Well, then it's complicated.

Here are some general rules:
- Ensure that every(!) vertex is assignend to exactly one(!) bone.
- Dont't set an animation speed when exporting. (This might be your problem) You can set an animation speed in DGDK.
- Very important: When you have exported your model with animation you can't export again. You must restart blender and then export again.(Don't forget to save your work before restarting!)

FINAL VERSION RELEASED!!!!
programing maniac
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Posted: 20th May 2008 23:58
Well, I got the animation to come out, but not completely...

The blender file works fine, but the .x file only animates one limb....

~~Its not about what you know, its about how you figure it out.~~

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programing maniac
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Posted: 20th May 2008 23:59
This is the .x file

~~Its not about what you know, its about how you figure it out.~~

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tobi453
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Posted: 21st May 2008 00:25
The bones "up L.f" and "up R.f" are the problem. The middle is assigned to both bones. This causes problemes.

As I said:
- Ensure that every(!) vertex is assigned to exactly one(!) bone.

FINAL VERSION RELEASED!!!!
programing maniac
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Posted: 21st May 2008 00:42
oh, ok.... Thanks!

~~Its not about what you know, its about how you figure it out.~~
Brillig
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Posted: 29th May 2008 02:29
I have some related blender/animation questions:

- Since every vertex must have one bone, armature models animated with weight painting probably won't work - can anyone verify or refute this?

- Has anyone successfully exported an animation from blender to .x using lattices?

I had some bad experiences trying to export blender files into .md2 models and was hoping to avoid the headaches by switching to .x and preparing myself for the quirks of that format.

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