Skip intro and right to the problem: go to the numbers, else continue.
Hello monkeys! First I would like to thank everyone for working on this engine! I have finally gotten the umph to try a larger-scale project… However, I need to make my own assets, and the idea of it always makes me cringe (I still have yet to have a positive experience with my asset creation XD)… Despite my artistic challenges, I have created a character model, complete with animation, diffuse, and normal textures; that was only half the battle, as now I have to get it into the darn engine! I’ve followed everything that I could find with exporting animated models from Blender in the tutorials, yet something always seems to not work…
Ogre plugin doesn’t install/work correctly??? I can’t export anything without getting an error, and I went through what’s on the site and what I found elsewhere on the internet…
Regular Blender import works wayyy better, but there’s a seam in the head, which is probably the worst placement ever >.<
In Blender:
Yupp! I also went through the Ogre Export video there with a quick crap model; the exporter itself didn’t work, but the Blender import into JME did; with that one, the animations and such turned out perfectly, and I even had an ik bone… I did the same things with my original model 'cause I was sure to check the tutorials beforehand, and I went back and double checked everything, but still, doesn’t import correctly…
The arm issue looks like some of the parts of the model were not “reset” (apply rotation, location). The normals issue might be due to inverted faces, I saw the seam issue discussed on the forum at some point but I don’t know what the resolution was.
looks nasty, try to export without animation and see if you still have the error (it would rule out a skeleton error…or confirm it) if you don’t have the issue then it’s a skeleton issue…;try to check if you have only one root bone and check if some control bones are not deforming the mesh or weighted to some vertices of the mesh.
for the seam try to generate tangents an check the “split vertices for mirrored UV” check box
Is either what Normen said (worth a try) or is because you use Blender loader. Bone animation is not yet fully supported and if you have some complex IK it can fail. Better use ogre…but that leave you with problem 1
I applied the rotation and location before and just now, still now change… For some reason the import is generating 3 animcontrols as well?
I tried the methods suggested here; I didn’t notice this before, but generating tangents helped a bit, but there’s still an obvious seam
>.<
Error message in output since I didn’t include that before:
[java]Mesh.001 has vertices with more than 4 weights assigned. The model may not behave as it should.
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Removing invalid constraints.
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Removing invalid constraints.
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Removing invalid constraints.
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Removing invalid constraints.
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Removing invalid constraints.
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Constraint named: ‘IK’ of type ‘Inverse kinematic’ is not implemented and will NOT be applied!
Removing invalid constraints.[/java]
Could the “Removing invalid constraints” be the problem?
Hey, sorry nehon didn’t see you there, thanks for your reply! I solved my normals problem: the seams on the normal map that blender generated were crazy off (it didn’t show it at all in Blender, though), so I went back and smoothed them and now they’re less noticeable (now they’re totally obvious in Blender lol); however, if I generate tangents then the obvious seam comes back.
So, now all I have to do is solve my animation problem… I reinstalled a different version of the ogre exporter that I got off the googlecode site, and that got rid of my error message, and the model exports (the material treats the normal map as the diffuse, but that doesn’t matter much as I can just create a j3m and it’s all fine)… However, even without the animation error report, I still cannot get animations to work correctly in JME… I’m not entirely convinced the skeleton is exporting correctly.
Image:
So that’s the attachment node for the Toe bone… As is obvious, that node is way above the toe location… So I guess it’s a skeleton problem. Any suggestions as to where to proceed? Thanks!