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Re: Blender mesh broken [message #60190 is a reply to message #60187] |
Mon, 15 November 2010 16:44 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Before exporting, you must put everything to origin. Position must be 0,0,0, rotation must be 0,0,0, and scale must be 1,1,1 (or 100%,100%,100%).
A trick I use in 3DS is to make a simple shape and put it at origin, then attach the submeshes that use the same texture to the shape, edit the mesh to delete the shape, and the submeshes are now merged and at origin. Do this for each submesh and you're good to go. However, I don't know if this works the same in Blender, so I couldn't tell you how to do it or if it even works.
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Re: Blender mesh broken [message #60193 is a reply to message #60191] |
Mon, 15 November 2010 17:45 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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MrWaffles210 wrote on Mon, 15 November 2010 19:36 | Sorry but this confused me I'm new to blender so if you could
explain it in a way I could understand that would be great if not
I understand.
| What don't you understand?
Each submesh needs to be placed at origin before export. Put the meshes at origin (definition; primer; as it applies here), so that it's placed at 0,0,0, rotated to 0,0,0, and scaled at 1,1,1 (or 100%,100%,100%).
If the submeshes aren't at origin, it's going to come out wrong, as you can clearly see in FableExplorer's mesh preview window.
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Re: Blender mesh broken [message #60447 is a reply to message #60199] |
Fri, 26 November 2010 01:15 |
Arenar
Messages: 48 Registered: November 2010 Location: Australia
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I recommend you sen your wep to someone who can do this and then they can send you the fmp?
Thats what I am doing with my mods until I learn how to do it myself Lol.
That's ...... AWESOME!
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