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Problems of position of bones while importing models
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Drak Offline
Member

Post: #1
Problems of position of bones while importing models
Hello!

I have problem with wrong bones position in skeleton when importing models from different 3D
software (3Ds Max, MilkShape 3D, Quidam 3 etc) to ME. I tried use all supported formats but
problem persists. Tried search at forum but not found answer.
Okay, lets me explain with pictures.
I create character in N-Sided QUIDAM 3:    

Export it to Collada 1.4.1 format and test it in Autodesk 3ds Max - all bones are okay:    

After it I drag&drop DAE file to Editor and...    
part of bones is "broken" :(.

Can somebody explain what I do wrong? Please look collada file (hero.zip) in attach (w/o tga).

P.s. My OS is Windows 7 x64.


Attached File(s)
.zip  hero.zip (Size: 420.58 KB / Downloads: 1)
(This post was last modified: 02-15-2012 06:07 AM by Drak.)
02-15-2012 06:07 AM
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Esenthel Offline
Administrator

Post: #2
RE: Problems of position of bones while importing models
the problem is how the program you're using handles bone orientations for the mirrored side
you can still use the import result, everything should work except ragdolls
02-16-2012 12:57 PM
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Drak Offline
Member

Post: #3
RE: Problems of position of bones while importing models
Thanks for your answer.
Can you advice me a program that to do correct export to ME?
I tried export by 3ds Max, Blender, Milk Shade 3d (in diffirent formats) but every time got result like shown above.

Sure I can use it as is but it's really hard to edit animation when part of bones placed not correct.
(This post was last modified: 02-16-2012 02:12 PM by Drak.)
02-16-2012 02:12 PM
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