Poll

After you've tried the new reference frame import feature, do you think it should be enabled by default?

Yes
No

Author Topic: [Blender] New DTS plugin  (Read 177798 times)

Are you sure that bounds was imported correctly? Because getWorldBox() reveals this monstrosity:

[img]http://i.imgur.com/0ZyarBG.png[/img]

It's exactly 4 times too large on all axis.

I'm somewhat sure that the DTS bounds isn't the only thing contributing to this.


When will we be able to import dsq :)

When will we be able to import dsq :)

I already have DSQ import working but the way Blender handles animations makes it basically impossible to work with any kind of animation intended for Torque in it

Will the exporter be updated to the latest versions of blender from time to time?

Will the exporter be updated to the latest versions of blender from time to time?
unless something major changes with blender it probably won't need to be updated

I already have DSQ import working but the way Blender handles animations makes it basically impossible to work with any kind of animation intended for Torque in it
You really should add it in as a seperate DL

You really should add it in as a seperate DL

What, as a separate download?

You really should add it in as a seperate DL
Why?

Unless there should be a stable version and a developement version?

I already have DSQ import working but the way Blender handles animations makes it basically impossible to work with any kind of animation intended for Torque in it

What's the problem exactly?
Blender 2.49b + the old .dts exporter handles animations for Blockland just fine. And the new Blender functions basically the same as the old in terms of animations, unless they redid how animations are handled under the hood?

What's the problem exactly?
Blender 2.49b + the old .dts exporter handles animations for Blockland just fine. And the new Blender functions basically the same as the old in terms of animations, unless they redid how animations are handled under the hood?

The issue is that any animated object in Blender will always be controlled by that animation, despite being out of keyframe range due to the way extrapolation works. This makes animations bleed into each other, mess up in general, and make defining the default node transforms impossible.

The issue is that any animated object in Blender will always be controlled by that animation, despite being out of keyframe range due to the way extrapolation works. This makes animations bleed into each other, mess up in general, and make defining the default node transforms impossible.

Are you using separate actions for each animation, or are you mashing them all together into a single action? And can't you just use the rig's "rest" pose for default node transforms?

Maybe you can add extra keyframes before/after animations that just reset everything?

I'd also be fine with only being able to work with one dsq at a time. If that's what the issue is.

Are you using separate actions for each animation, or are you mashing them all together into a single action? And can't you just use the rig's "rest" pose for default node transforms?

Using separate actions for separate sequences would mean a ton of messing around for the user, since each individual node already has its own action. That would mean switching out the actions for every node.
Rest poses only work with bones. This plugin does not use bones.