load meshes from blender

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Albi
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Post by Albi »

Fanfan wrote:well, thanks for your answer.

For 2) I think you're right : they don't have the same origin. With NKEY I can see that my mesh has (x=0.296, y=0.012, z=0) and the armature has (x=1.070, y=0.053, z=0.494). But how can I arrange that? Because when I enter the same values, the bones are no longer centered with the mesh...

For 3 : I have only one armature, constituted of 6 bones : 2 for the leg, 2 for the other leg, one for each arm.
but I still have the message....
For 3 I had done some tryouts with one armature only and they worked well
but in these models I had used automatic mesh skinning
recently however I have tried to do the same with manually skinned meshes for finely adjusting of the mesh deformation and I have got console errors like this once again:
File "<string>", line 1476, in my_callback
File "<string>", line 572, in writeRootBone
File "<string>", line 504, in exportMesh
File "<string>", line 693, in writeSkinWeights
so it seems that with manually skinned meshes the problem still remains
and I have no idea why,
somebody may help us?

for 2 the solution is in the Blender manual, you must look in it how to change an object center (with mesh center buttons) and then position the armature & mesh centers
exactly in the same position in all views; I have had your same deformation problem
but after having done this it was fixed
Albi
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How to change an object center

Post by Albi »

To save you time looking in Blender manual to change an object center you must:

1) in Object Mode press F9

2) position the cursor where you want to put an object's center

3) press the Center Cursor button

:)
Fanfan
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Location: France

Post by Fanfan »

Yes, I fixed my origin problem, asking for it on a blender forum, and having done the method you describe (with the center cursor button). Thank you anyway for the explanations! :wink:

In fact, now, my problem is quite the same as you : when I converted my mesh from subsurf to polygone, it re-assigned automatically my skining, and when I try to re-assign it manually (because it's not correct and my animations are deformed), the exporter doesn't work anymore...
Are you using jox's .x exporter, like me?

:roll:
jox
Bug Slayer
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Post by jox »

@Fanfan: What do you mean with "the exporter doesn't work anymore"? Is there any error/exception?
Maybe try to remove all assignments before converting so they are generated freshly with the re-assign. Just an idea.
It is like it is. And because it is like it is, things are like they are.
Albi
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What to do?

Post by Albi »

Fanfan wrote:Yes, I fixed my origin problem, asking for it on a blender forum, and having done the method you describe (with the center cursor button). Thank you anyway for the explanations! :wink:

In fact, now, my problem is quite the same as you : when I converted my mesh from subsurf to polygone, it re-assigned automatically my skining, and when I try to re-assign it manually (because it's not correct and my animations are deformed), the exporter doesn't work anymore...
Are you using jox's .x exporter, like me?

:roll:
I am using jox's.x exporter like you, I have tried other times converting some meshes from subsurf to polygons, then making new armatures for them but after manually skinning them the problem sadly remained!
At this point I am tired to experiment and I have no idea what to do :cry:
Fanfan
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Joined: Thu May 05, 2005 1:22 pm
Location: France

Post by Fanfan »

well, Albi, we have exactly the same problem :(

Jox : yes I've got an error message when exporting :
Traceback (most recent call last):
File "<string>", line 1476, in my_callback
File "<string>", line 572, in writeRootBone
File "<string>", line 504, in exportMesh
File "<string>", line 696, in writeSkinWeights
KeyError: 266
(in fact, quite the same as Albi, except the line's numbers...)

I've tried what you said, with no success :
- I've got my subsurf mesh (and only a mesh, with no armature, no vertex groups).
-I convert it to a polygon mesh.
-I add an armature.
-Ctrl+P, "make parent to armature", "create from closest bones". At this point, the export is ok!
-Now, with my mesh in edit Mode, in the Edit Panel(F9), I select a vertex group, try to remove some vertex (with the remove button), and... at this point : no export possible (with the message I've said).
:cry:
Albi
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Joined: Thu Apr 28, 2005 10:15 am
Location: Italy
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Post by Albi »

Fanfan wrote:well, Albi, we have exactly the same problem :(

Jox : yes I've got an error message when exporting :
Traceback (most recent call last):
File "<string>", line 1476, in my_callback
File "<string>", line 572, in writeRootBone
File "<string>", line 504, in exportMesh
File "<string>", line 696, in writeSkinWeights
KeyError: 266
(in fact, quite the same as Albi, except the line's numbers...)

I've tried what you said, with no success :
- I've got my subsurf mesh (and only a mesh, with no armature, no vertex groups).
-I convert it to a polygon mesh.
-I add an armature.
-Ctrl+P, "make parent to armature", "create from closest bones". At this point, the export is ok!
-Now, with my mesh in edit Mode, in the Edit Panel(F9), I select a vertex group, try to remove some vertex (with the remove button), and... at this point : no export possible (with the message I've said).
:cry:
Yes Fanfan, I have done exactly in this way and I have tried also to do it
with various meshes and armatures, with automatic skinning only all is ok
but removing some vertex seems allways to make the error message appear again,
We need Help, somebody has got any suggestion to fix this problem?
:( :( :(
Fanfan
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Location: France

Post by Fanfan »

nobody knows? :cry: :cry: :cry: :cry:
Electron
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Post by Electron »

I think I may have gotten that error sometimes with long filepaths, but I thought that problem went away with one of the newer versions, so i'm not really sure
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.

Crucible of Stars
Fanfan
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Location: France

Post by Fanfan »

well...strange...but I didn't change the filepaths, when my error appears....only removed one vertex...
Albi
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what to do??

Post by Albi »

Fanfan wrote:well...strange...but I didn't change the filepaths, when my error appears....only removed one vertex...
I too didn't change the filepaths, this surely is not the reason of the export
errors (I use the last Irrlicht version)
does somebody have some other ideas to fix this export problem? :shock:
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