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How would one use the setup editor to export a rigged model?
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Fillerthefreak
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 PostPosted: Fri Oct 06, 2017 9:24 am    Post subject: Reply with quote Back to top

Really, huh?

I'll give it a test sooner or later.

Edit: Just checked it out. Both the armatures, and textures don't appear to load in Blender from a Dae. Vertex groups are not present at all, meaning wight paints would have to be done manually.
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 PostPosted: Fri Oct 06, 2017 9:32 am    Post subject: Reply with quote Back to top

Did you get the new obj2an8 as well and set it up with it? It exports dae that blender can export, I believe.
 
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Fillerthefreak
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 PostPosted: Fri Oct 06, 2017 11:16 am    Post subject: Reply with quote Back to top

I did not. Didn't know it was updated at all.

I'll try the new version out right now.

Edit: models exported with the new obj2an8 crash Blender when imported as dae.
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 PostPosted: Fri Oct 06, 2017 12:23 pm    Post subject: Reply with quote Back to top

Can you be specific on which model? That is not happening for me. And what version Blender.
 
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Fillerthefreak
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 PostPosted: Fri Oct 06, 2017 12:35 pm    Post subject: Reply with quote Back to top

Tried the CMP weapon, and I'm using blender version 2.79 (Latest public version).

I think I installed obj2an8 incorrectly. No idea.
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 PostPosted: Fri Oct 06, 2017 12:42 pm    Post subject: Reply with quote Back to top

Not crashing for me. Did you do 64-bit obj2an8 and set path in editor? Blender's not importing textures, but I'm pretty sure it's blenders fault...
They do import into Maya and Banjo's Backpack...

https://gyazo.com/3a6afab1a5c2e8f7ee2c66a93c068c88

I guess if someone can get me a simple object textured, made in blender, exported, I can try and figure out why it is not working for textures. I can't get Blender to actually export a texture in dae export...
 
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Fillerthefreak
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 PostPosted: Fri Oct 06, 2017 1:17 pm    Post subject: Reply with quote Back to top

If I remember right, the dae import/export on Blender is rather picky.

I loaded up the dae in meshlab, and it seems to have only loaded the textures used for muzzle flashes, so I think I did something wrong on my end.
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CrashOveride
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 PostPosted: Fri Oct 06, 2017 2:52 pm    Post subject: Reply with quote Back to top

Fillerthefreak wrote:
If I remember right, the dae import/export on Blender is rather picky.

I loaded up the dae in meshlab, and it seems to have only loaded the textures used for muzzle flashes, so I think I did something wrong on my end.

DONT use meshlab for dae's, it has bad dae support.
Did you try 3DS Max?
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 PostPosted: Sun Oct 08, 2017 4:28 am    Post subject: Reply with quote Back to top

One thing I've noticed, is a lot of tools seem to not support spaces in image filenames...GE mode doesn't do this, but unfortunately PD mode has spaces in most images. This may be what is causing a lot of issues.
 
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55cancri
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 PostPosted: Sat May 25, 2019 9:16 am    Post subject: Reply with quote Back to top

After weeks of pain, I am finally able to import animations into Blender 2.80 as DAE files. The animations even work and the texturing also! Shocked Very Happy The only problem are the bones, as they are super tiny and do not align so as one would expect. With this I am not able to apply inverse kinematics to the bones, I think.
When I go into edit mode the whole bone structure collapses into the center. I also fiddled with the import options, but it does not help.



 
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MRKane
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 PostPosted: Thu May 30, 2019 2:47 am    Post subject: Reply with quote Back to top

I've been struggling through that myself. I've not found a good way around it yet so will be all ears if someone does manage to come up with a solution!
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CrashOveride
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 PostPosted: Thu May 30, 2019 4:39 am    Post subject: Reply with quote Back to top

blame blender for having terrible dae and bvh importers¯\_(ツ)_/¯
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