Yes, as I stated in the thread I posted, I can workaround the issue with exporting the
geoset of my custom model and importing it into a new model.
Additionaly, Retera works on a OBJ importer for his MatrixEater, so we have two choices now ^^
Thanks a lot I have great hopes for the comparison.
Hey, another idea came to my mind, could you send me the .blend file of the
latest attachment you created, please ? I would like to compare it to my settings to see
what I might set wrong or not set at all.
Really, a base bone ? But why does this bone does not appear after importing it to mdx ?
Thanks for the texture advice!
I really hope we can find the issue / a solution.
- Yes, it looks intact. The only for eye visible issue is that when I wrapped over the image border, as Blender has only one image, not repeating ones ( haven't seen where to change that), the parts outside the used image become stretched oddly.
In Mdlvis, however, the wrapping looks as supposed.
- Yes, I converted it to mdx
- Hu, moment, wait, bones ? I haven't added a bone though, I think that's a lot more complicated in Blender to do,
I think one needs Armatures or something. How do I create a bone in Blender ?
- Yes, I can. However, I noticed that if I open my geoset and go to Groups, then it is just empty,
whereas for example a default doodad has a value '0' there. In the .mdl type it would have '-1' as Vertex Group values.
I made a thread about it, too, with a lot more details and test models.
I am desperate
Hey, I have severe problems getting my exported models from Blender to work in mdx.
Is there a certain point I have to consider when exporting ?
I created a mesh, wrapped it and then exported it to ms3d, importing it to Magos.
However, when I now try to edit the model in Mdlvis, it says the model is damaged.
Could you by chance give me an example for a proper export and import to mdx, please ?