Crystal Space
Welcome, Guest. Please login or register.
October 21, 2017, 11:29:45 am

Login with username, password and session length
Search:     Advanced search
9063 Posts in 2051 Topics by 77554 Members
Latest Member: Chagaialitza346
* Home Help Search Login Register
+  Crystal Space
|-+  Crystal Space Development
| |-+  Game Content Creation
| | |-+  Mesh deformed and texture not loading...
« previous next »
Pages: [1] Print
Author Topic: Mesh deformed and texture not loading...  (Read 3759 times)
Posts: 39

View Profile
« on: June 26, 2006, 06:00:04 pm »

Hi, I'm having some problems with the mesh for my model. When I play an animation, the mesh for the model is not deforming the way it does in Blender. In addtion, the texture is specified in the .cal3d file but it's not loading. The texture is in \CS\data\cal3d_models\gimps\ and the vfs.cfg entry is VFS.Mount.lib/gimp = $@data$/cal3d_models$/gimps$/. What am I doing wrong?

  <!-- Materials are VFS filenames because they are CS
       materials and not cal3d materials. (optional) We
       can not use the real .xrf files because CS can't load
       that format.  -->
  <material file="/lib/gimp/gimp_texture.png" name="skin" />

  <!-- Meshes specify each attachable part of the model.
       The name is the CS-accessible name which will be used
       to select/deselect it for the model.  The material
       specified is the default CS material used by this
       mesh.  -->
  <mesh file="gimp.cmf" name="body" material="skin" />

This is what the animation looks like in CS.

This is what I was hoping it would look like.

Any ideas floating around out there?

- willjm

Version of Blender: 2.41
Version of CS: Pseudo Stable Release (0.99 from 27 January 2006)
Version of winlibs package (if on windows): CrystalSpace Win32 libraries 0.99r0_018
Operating system: Win 2K
Compiler: Microsoft Visual Studio 2005
Video card: MOBILITY RADEON 9000 DDR x86/SSE2 (vendor: ATI Technologies Inc.)
Driver: atioglxx.dll
Posts: 39

View Profile
« Reply #1 on: June 28, 2006, 04:47:04 am »

Ok, I thought the animation was exported properly but didn't check it correctly. When I ran the animation in the cal3d miniviewer I didn't comment out and check each animation individually. This might be confusing so let me clarify...

In blender I created two animations, a walk animation and an attack animation. I created and exported the walk animation first followed by creating and exporting the attack animation second. At first I was having difficulty separating the two animations in blender. I thought hitting the X button next to the selected action in the action editor would clear the data so when I selected Add New action, the walk action would not interfere with my attack action. That took me a little while to separate them. I'm still not sure what I did or if what I did really did separate them.

So, I have a couple of questions...

Is there a proper way to create two animations so the first animation doesn't carry over or interfere with the second animation?

Is it normal for the texture to not show up in the cal3d miniviewer?
Posts: 17

View Profile Email
« Reply #2 on: June 28, 2006, 07:41:10 am »

If you have done this mesh is because you are following the tutorial in the crystal community:

As explained there you should not have problems with animations. Each different animation you create in action edition is exported separatelly.

Just remember not to rotate and resize in object mode, only in edit mode, because if you do it in object mode the model is not going to be well exported (rotated and so on) and the animation will look weird.

About the textures in cal3d miniviewer I don't know.

1800MHz Intel Centrino
128 ATI Mobility Radeon X700
Win XP Pro SP2
Pages: [1] Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 7.248 seconds with 16 queries.