Author Topic: General Blender help thread  (Read 73604 times)


How to manual?
Select a vertice. Move vertice to a position in the 3D space that pleases you. Wash, rinse and repeat. That's how I do all my bevels.

I click the torque export, leave the default settings, and click export, and it sends the .dts to my .blend folder.

I click the torque export, leave the default settings, and click export, and it sends the .dts to my .blend folder.
In Shape > Shape Options change Geometry type to Triangles instead of Triangle Lists. You could also try not exporting the "Armature" just the "mounPoint" node.

In Shape > Shape Options change Geometry type to Triangles instead of Triangle Lists. You could also try not exporting the "Armature" just the "mounPoint" node.
The geometry type was already set to triangles, but how do I just export the mountPoint node? I tried deselecting the bone from export list then exporting the file, but it still crashed.

The geometry type was already set to triangles, but how do I just export the mountPoint node? I tried deselecting the bone from export list then exporting the file, but it still crashed.

When exporting there is "Armature" and "mountPoint" node separately. I've never exported the armature and everything has worked just fine.

Okay i'm only 11 i have NO loving clue what i'm doing can anyone help me i'm tryin to make my first pistol :O


When exporting there is "Armature" and "mountPoint" node separately. I've never exported the armature and everything has worked just fine.
Do you mean I have to name a part of the actual bone "Armature", then have the other part of the bone named "mountPoint"?
Here's my export armature menu:

Do you mean I have to name a part of the actual bone "Armature", then have the other part of the bone named "mountPoint"?
Here's my export armature menu:
You could start by updating your exporter.
http://mirror.dataorb.net/BlenderDTloveporter_097beta3.zip

As for the armature thingy. When you have the armature, select it, go to edit mode, select the middle part of it (Not the balls at ends) and name it mountPoint. Then do the normal parenting and empties. When you export, there is a node called "Armature" and a node called "mounPoint" in the exporter. Deselect the "Armature".

You could start by updating your exporter.
http://mirror.dataorb.net/BlenderDTloveporter_097beta3.zip

As for the armature thingy. When you have the armature, select it, go to edit mode, select the middle part of it (Not the balls at ends) and name it mountPoint. Then do the normal parenting and empties. When you export, there is a node called "Armature" and a node called "mounPoint" in the exporter. Deselect the "Armature".
You can't name seperate parts of the armature in blender 2.49b, what version are you using?

There's the new exporter, I've tried to make it work in game with and without the bone button selected, I figured that was as close as I was going to get, but when I spawned it in game the mission editor box (showing that it was an actual object) showed up for a second, then crashed.

You can't name seperate parts of the armature in blender 2.49b, what version are you using?
Yes you can. Make sure you are in object mode. Select the armature. Go to edit mode, by default the middle of the armature is selected. Press N to show the Transform Properties.  In the Transform Properties window there is a "Bone" textbox. By default it says "Bone: Bone". Rename it so it says "Bone: mountPoint". Now export it.

Yes you can. Make sure you are in object mode. Select the armature. Go to edit mode, by default the middle of the armature is selected. Press N to show the Transform Properties.  In the Transform Properties window there is a "Bone" textbox. By default it says "Bone: Bone". Rename it so it says "Bone: mountPoint". Now export it.
Never knew about that textbox being important, I exported it, same thing happened, the obj box showed up, then crashed. Here's the node selection in case I goofed:

Magic. Post the new blend.