Author Topic: General Blender Help Thread | Blender Megathread  (Read 55844 times)

Now I know I am doing this right, because it has always worked for me in the past, but for whatever reason my model(a weapon) isn't placed relative to the mountPoint I made, but it is randomly placed and when I move the mountpoint around it doesn't move where the model is, this problem occurred after my hard drive died and I installed the "Blender 2.49b with preinstalled Python and the latest DTS Exporter" from this topic, I did all the steps in your exporting guide to make sure I wasn't doing anything wrong and it still has the same issue. It is very infuriating and I am sick of having to spend 3 extra hours trying to position one model.

Edit: Removed the empties and made new bones and it works. but rotation is still off

Edit2: I'm also trying to get part of the material to glow using Self Illuminating, is there any way to make it so that the glowing blue doesn't change the tint of surrounding faces? stupid mistake was stupid.
« Last Edit: September 17, 2013, 10:55:49 PM by Aware »


So is it working now?
Joints are still weird, and I have to rotate them the wrong direction and move them in the wrong direction to move them the way I want them.

Select the armature (not bone or bones) and press Ctrl + A > Rotation, then location, and scale. That might fix it. Before you do this you should move and rotate the rig so it looks good in Blender.

Also remember that positive Y axis points forward in Blockland. When you press numpad 1 to go to front view you would be seeing Blockheads back, not the front.

well it seems to work now, but do I have to line it up on the y-axis? the x-axis has always worked for me, and after rotation, location, and scaling the model for the 10th time it seems to face the direction I want it to.

Yikes. This was getting old.


Pose mode:


Edit mode:


I want the armatures in the pose mode to look the same in edit mode, but I cant seem to get it to do that.
When I click 'rest' position, I can achieve this but i cant edit the armatures position in any way.

Any ideas?
« Last Edit: November 23, 2013, 04:35:35 PM by D3ATH LORD »

Never mind, i fixed the problem

Basically, when in edit mode, make sure that when you've finished building your armature.

Make sure you know that you are definitely done with editing it, because if you change the bones in edit mode, you are changing the rest position of the bones, and because pose mode transforms the armatures using the rest position as the reference, any modifiers you've added like Inverse Kinematics get screwed over.

So basically after editing the rest position with armature modifiers already being used by the armatures, you'll have to either control-z your way back to the initial rest position, or do what I did and remove all the IK modifiers and initiate them again after editing the rest position.

Never mind, i fixed the problem

Basically, when in edit mode, make sure that when you've finished building your armature.

Make sure you know that you are definitely done with editing it, because if you change the bones in edit mode, you are changing the rest position of the bones, and because pose mode transforms the armatures using the rest position as the reference, any modifiers you've added like Inverse Kinematics get screwed over.

So basically after editing the rest position with armature modifiers already being used by the armatures, you'll have to either control-z your way back to the initial rest position, or do what I did and remove all the IK modifiers and initiate them again after editing the rest position.
I'm fairly sure alt-r/s/g will reset bone rot/sca/pos into the edit mode bone rot/sca/pos but it might reset them into the rest pose too. In that case delete the rest post from the pose menu.

Bump because help

I made a model in 2.69, added materials, and made one animation for a test.  To ensure I did everything correctly while making my model, I followed your instructions regarding changing blender versions, from 2.69 to 2.49.  I did this, and the model got messed up in the 2.49 version.  Can you see a reason for this?

2.69:





2.49:





And yes, I realize the colors don't translate into anything, I did that for my benefit.

I made a model in 2.69, added materials, and made one animation for a test.
Animations don't transfer from 2.5+ into 2.49b or older.

I don't see anything wrong with the model apart from the colors which is merely a problem with how Blender 2.49b renders them. The actual colors when exported are correct.

Animations don't transfer from 2.5+ into 2.49b or older.

I don't see anything wrong with the model apart from the colors which is merely a problem with how Blender 2.49b renders them. The actual colors when exported are correct.
Oh sorry, didn't specify.  Polys increased tremendously.  Look closely.  The 2.49 version is much smoother and less blocky than the 2.69 version.  Blocky is desired.

It's like it got beveled.
« Last Edit: December 10, 2013, 01:48:31 AM by Gen. Hothauser »

Do you have a subsurf modifier on it? If not, send me the blend and I'll take a look at it: http://www.pasteall.org/blend/

Do you have a subsurf modifier on it? If not, send me the blend and I'll take a look at it: http://www.pasteall.org/blend/

Thank you kindly, that was exactly it.  Not quite sure how that got there though.