Author Topic: Model falling apart as a playertype....  (Read 1423 times)

Im making a playertype using Blender and Im having a problem. When I export to dts and use it as a player model, it looks all seperated like this:

And when I use the exact same dts shape as a stactic item shape:

So I know its not an issue with the model itself and the issue has to be the script. Does anyone know what parts of the script can affect the way the mesh is rendered/oriented/placed etc? The model is in very early development stage (meaning I have no sequences made yet) but I still dont think it can be the model if it looks normal on a brick.

no joints in the player model can screw it up i think

no joints in the player model can screw it up i think
Eh, theres a LOT of joints. here's a blender picture:

(I realize there are a few holes in the model in-game; its just because I havent parented all of the bones properly yet.)

EDIT: Just counted them, heres 105!!! O_O
« Last Edit: July 22, 2010, 09:46:18 AM by takato14 »

No idea what the problem is.


But I love that model.

No idea what the problem is.


But I love that model.
Thank you, but I didnt make the model itself... :C I cant take credit for what isnt mine; I just cant. This model was made in Wings 3D by someone who posted it on the google 3D warehouse. I edited it in SketchUp and now Im making it a playertype. The only thing I take credit for is the coloring, and the fact that the model is congruent on both sides (for the most part). I also take credit for animating it, once I finish it that is.

But man, I really wish I could do something that good. If I can get this working right, it will be amazing, I just KNOW it.

maybe actually make the sequences

maybe actually make the sequences
I cant yet, the bone weighting isnt finished :c Besides, the model is deforming somehow idk why. Maybe its that the root sequence isnt set?

I set the "root" sequence, and now the game doesnt crash me when I crouch like it used to. That however is a static sequence; I have not tried making any movement animations yet. Though it doesnt crash me anymore, it's still seperated. Model still appears fine on bricks tho.

Dude that model is friggen incredible

great job ;D


Still is awesome even though you didnt make :p
« Last Edit: July 21, 2010, 03:37:27 PM by Obibital »


Did you weight paint?
For the most part, yes. I havent finished it however, and the model is in its resting state. Heres a picture of the latest export; something else happened.

Nothing major about the mesh itself has changed I just did a little bit more weight painting. Whats going on?

Oh, and it started crashing me again when I press shift, just so you know.
« Last Edit: July 21, 2010, 11:20:19 PM by takato14 »

Send it to me if you want and I should be able to cut the polys in half and fix your problem.

I bored.

Send it to me if you want and I should be able to cut the polys in half and fix your problem.

I bored.

No. I figured it out anyways, its because I havent completed the weight painting. When I created vertex groups from bone heat it caused a lot of bad grouping (as you could probably guess) and thats why the geometry is off. Besides, I wouldnt trust just anyone with my model, especially considering the fact that I dont plan on releasing this addon when it is completed. I cannot do so because, if you read up above, I did not make the model. Thanks for the offer, but the poly count isn't the situation here, it is the weight painting, and I can fix it myself. (eventually x_x)