I'm trying to replace the weapons meshes in the player, but it seems that all the meshes are connected. When I imported the player model all the meshes but the missile launcher dissapeared. And the missile launcher had the player texture on it. Whenever I replace a mesh whatever texture i pick is also applyed to the player model, or in this case, his hat which is a seperate material. Worse, all the bones go screwy completly destroying all his animations and poses so that I have to quit without saving in order to avoid ruining my hard work.
What is going on here? Its like all the meshes are attached to each other so I can't edit one of them without affecting the others. For instance, if I try to scale down a weapons mesh that looks too big, the whole skeleton is scaled down, which results in some wierd neck movements and walking animations.
I really need to know why it acts like this since i'll have alot more complicated animations and such when I do the player for my other project.
Bump, I really need this answered. How can I put new weapons in when they do things like this?
Durandalski Wrote:I'm trying to replace the weapons meshes in the player, but it seems that all the meshes are connected. When I imported the player model all the meshes but the missile launcher dissapeared. And the missile launcher had the player texture on it. Whenever I replace a mesh whatever texture i pick is also applyed to the player model, or in this case, his hat which is a seperate material. Worse, all the bones go screwy completly destroying all his animations and poses so that I have to quit without saving in order to avoid ruining my hard work.
What is going on here? Its like all the meshes are attached to each other so I can't edit one of them without affecting the others. For instance, if I try to scale down a weapons mesh that looks too big, the whole skeleton is scaled down, which results in some wierd neck movements and walking animations.
I really need to know why it acts like this since i'll have alot more complicated animations and such when I do the player for my other project.
The skeleton thing is definetly a bug, I'll have to do something about that. Scaling a mesh also scales the skeleton, but it will do that in any mesh, and should probably only do that in the first mesh. That I'll change.
I'll get that fixes ASAP.
[>] Brian
Easy work-around. Don't use SCALE. Scale scales the entire model and all the meshes; if you want to scale a weapon, go to the weapon mesh, click on the material of the weapon to select all the vertexes (or do a drag-select.) Then use the vertex scaling.
[>] Brian
Ah,

,that will work for the scaling. But what about the texture thing. Whenever a import a new texture It replaces the the first texture on the line. In this case the player has two materials. His hat is seperate and was done second. So when i import a new obj model and pick the texture for it, the new texture replaces the hat texture. It should be creating a new texture slot, or do i have to do that myself.
Durandalski Wrote:Ah,
,that will work for the scaling. But what about the texture thing. Whenever a import a new texture It replaces the the first texture on the line. In this case the player has two materials. His hat is seperate and was done second. So when i import a new obj model and pick the texture for it, the new texture replaces the hat texture. It should be creating a new texture slot, or do i have to do that myself.
That definetly sounds like a bug, can you give me the exact steps to recreate using the dim3 example model? Like start with X model, switch to this, click this, etc.?
[>] Brian
Right ho
I opened Dim3 animator and selected the player model.
I selected the Ray gun mesh and hit Replace/OBJ
I selected the model I wanted to import and let it go with the default scale (100)
It asked about the materials and I simply hit 'single' and then selected the texture png file.
The player's skeleton was moved up and to the left so far that it wasn't touching his mesh, the left hand was stretched and positioned wierd, and his own texture had been replaced by the texture I imported for the OBJ.
Thats the default player model. It moved half the vertecies in my makeshift model up and to the right along with the skeleton, reducing my figure to a pile of mush.
Ugh, this is all a mess. Adding the meshes made the "import" and "replace" operation have some very undefined behavior, I might have to rethink this system.
I'm working on this, I'll get the bug fixed and change up the system a bit. It all made since when the model was just a single mesh, but now that things like textures are shared between a number of meshes, I need to rethink the system a bit.
This is my #1 priority right now, this works in an odd way that needs to be redone.
[>] Brian
Thats what I feared. I'll have to wait for the next release. Oh well
Durandalski Wrote:Thats what I feared. I'll have to wait for the next release. Oh well
No you won't

I'm preparing a new copy of the editors as the first beta of 2.1, so that will be coming pretty soon, depending on how the weather holds here (thunderstorms stop me from working.)
[>] Brian