Author Topic: Oversized model  (Read 587 times)

After I switched from Milkshape to Blender I read tutorials from the resource topic. So when I exported the model with Port's DTS Blender plugin on top of the default sword, it came out with bad results.




I am not sure if its plugin since people got it to work fine with no issues, so I am guessing I must have did something wrong here. Ill PM the blender file if anyone is willing to help me out.

If you scale it in object mode, you have to hit ctrl a to apply rotation, scale, and location. (Maybe you don't have to do location, but I always do if it's a mesh anyways)
If that doesn't work just PM me the file and I'll see what I can do.

If you scale it in object mode, you have to hit ctrl a to apply rotation, scale, and location. (Maybe you don't have to do location, but I always do if it's a mesh anyways)
If that doesn't work just PM me the file and I'll see what I can do.

Yeah I was doing that before but it still came out all wrong and I was using references, ill just PM you the blend file.
« Last Edit: July 03, 2016, 10:16:25 AM by DRiOD »


Fixed it. You didn't add your detail32 empty and you didn't add the shape empty. Also, for the new exporter, you have to use empties for mountPoint and etc. for armatures (I used Single Arrow). Then you need to parent your mountPoint and stuff to detail32, and parent detail32 to shape. Your model stays by itself.
(Also first person for it is kinda messed up, but that's easy to fix.)

Noted, thanks a lot!

EDIT: Also to anyone in the future that is wondering, to fix the issue when your model isn't animating in first person, you have to set eyeoffset in the .cs file to "0 0 0".

Locked.
« Last Edit: July 03, 2016, 12:31:38 PM by DRiOD »