I guess the first thing I would try is re-exporting the mesh, only this time without bones, and seeing if the problem is still there. I suspect it wouldn't be, but confirmation would be good.
DarkDepths wrote:I guess the first thing I would try is re-exporting the mesh, only this time without bones, and seeing if the problem is still there. I suspect it wouldn't be, but confirmation would be good.
Thanks for the tip. Without the bones the mesh looks better. But, without bones irrlicht gives the following error: Too many vertices for 16bit index type, render artifacts may occur. And they occur.
Bate wrote:Did you try loading it in Irrlicht's MeshViewer? If not do so and look at the values shown there.
Loaded the model into the meshviewer, any specific value you are interested in?
DarkDepths wrote:
RaymondH wrote:
Bate wrote:Doesn't look like more than 65536 vertices unless the sphere is way too detailed
Sphere:
4.5k verticles
4.5k faces
4.5 k faces on a sphere...
That is WAY too many for a sphere...
Usually, when I make a sphere, I give it a maximum of 48 triangles.
I think it would be in your best interest to recreate this model in a lower-polygonal fashion...
I'm not sure it will help with your deformations, but it will save you a lot of computing power!
Renamed 'Sphere' to 'Whole model'. A little miscommunication between me and the graphic artist. He also made a character out of boxes and bones 5 minutes ago. Same problem as this character. So the problem must be something else. And bold text looks good ehhh
Last edited by RaymondH on Thu Aug 05, 2010 11:36 pm, edited 3 times in total.
RaymondH wrote:
Renamed 'Sphere' to 'Whole model'. A little miscommunication between me and the graphic artist. He also made a character out of boxes and bones 5 minutes ago. Same problem as this character. So the problem must be something else.
Even still, for that specific model, 4.5k poly's is quite high. To illustrate, look at this model I just quickly whipped up:
Guess how many polygons...
646.
I know at this point it is a little off topic, but really, I think you would benefit from optimizing your model a bit.
As far as the deformation goes, I'm sorry, I can't help, so I'll stop filling up your thread with unrelated stuff, good-luck!
Yeah, then it's more of an exporting issue. Though it's weird because the error message appears to be wrong. Unfortunately, I can't help you with Blender since I'm not using it. (DarkDepths is right btw )
Never take advice from someone who likes to give advice, so take my advice and don't take it.
I use to have same deformation with the .X exporter I was using with 3dsmax (panda exporter). If I remember well, the problem was with bones position/rotation exportation. It had 2 options : export transformation matrix, or export absolution xyz value, one of those option made deformations like your model have, the other was fine (I don't remember which of those was the good one).
stefbuet wrote:I use to have same deformation with the .X exporter I was using with 3dsmax (panda exporter). If I remember well, the problem was with bones position/rotation exportation. It had 2 options : export transformation matrix, or export absolution xyz value, one of those option made deformations like your model have, the other was fine (I don't remember which of those was the good one).
Great tip!
The graphic artist moved the middle of the model to 0,0,0 within blender and made a new export. This export renders succesfully using irrlicht.
Irrlicht does come up with a new error: Unexpected ending found in Frame in x file.
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