bandrewk Posted February 9, 2014 Share Posted February 9, 2014 Hello, if you import a model that has bones with zero vertices (no weight) attached they will not be recognized inside Leadwerks. A workaround to this is attaching vertices to the bone or adding a new children to it. Leadwerks will now recognize the bone, though not the newly added children. Here's a picture to demonstrate this behavior: Thank you. Link to comment Share on other sites More sharing options...
YouGroove Posted February 9, 2014 Share Posted February 9, 2014 Try Blender to avoid any problem. Import your object in Collada format in Blender fro example. Than export from Blender in FBX format. Stop toying and make games Link to comment Share on other sites More sharing options...
bandrewk Posted February 9, 2014 Author Share Posted February 9, 2014 Try Blender to avoid any problem. The problem is still existent when exporting through blender. As stated, this is a bone import bug. Link to comment Share on other sites More sharing options...
YouGroove Posted February 9, 2014 Share Posted February 9, 2014 Try another options checkboxes : look at 2nd screenshot : http://www.leadwerks.com/werkspace/topic/8584-blender-export/ Could you post your file ? Collada or Blender format Stop toying and make games Link to comment Share on other sites More sharing options...
bandrewk Posted February 14, 2014 Author Share Posted February 14, 2014 Doesn't work. Blender is no all-time god like solution. Anyway, thanks for trying to help, hopefully this will be fixed soon. Link to comment Share on other sites More sharing options...
YouGroove Posted February 14, 2014 Share Posted February 14, 2014 . Blender is no all-time god like solution. I have exported lot of times and each successfull from Blender animations without any problem. I would say Blender si the tool to use. Today all engines allow some FBX or Collada import general file system. The problem is you seem to have only UU3D format of your 3D model You have UU3D , so could you export to Collada, i can try import it in Blender andcheck your model ? Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted February 14, 2014 Share Posted February 14, 2014 In uu3d you can export with gmf format which is the same as mdl. amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Bolt Posted February 15, 2014 Share Posted February 15, 2014 if you import a model that has bones with zero vertices (no weight) attached they will not be recognized inside Leadwerks. A workaround to this is attaching vertices to the bone or adding a new children to it. Not a bug. This is intended behavior. The fbxmdl converter will automatically prune empty leaf bones. This is intended to optimize the bone count by removing useless bones. To keep the bones, you can assign vertices to them, as you mentioned. So, this issue is not related to Leadwerks. The bones have already been pruned away in your MDL file. If you want to keep these bones, then you should make a case for it. Explain why it's important to keep them. Ultimate Unwrap 3D: http://www.unwrap3d.com Link to comment Share on other sites More sharing options...
Josh Posted February 15, 2014 Share Posted February 15, 2014 Leadwerks has a limit of 256 bones per model. I tend to agree that trimming unneeded bones will probably prevent more problems than the alternative. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
bandrewk Posted February 16, 2014 Author Share Posted February 16, 2014 That sounds logical and makes sense. I was disappointed because it is not written anywhere in the documentation. But since this is an expected behavior, it is not a problem at all. In this case it was important to keep some of those bones because the model is a weapon and the bones were marking positions that I need to access programmatically i.e. "FIRESPOT", "SMOKE", "BRASS". Thank you for the clarification Bolt and Josh. Link to comment Share on other sites More sharing options...
YouGroove Posted February 16, 2014 Share Posted February 16, 2014 Well , i agree , it should be in some "FBX import" page in LE3 site some details, to avoid each time having new coming people loosen. @bandrewk : You don't need bones to mark positions on your weapon , you can, just drag and drop your weapon in the scene, than attach "Pivots" as child of the weapon and place them where you need your marking positions. Stop toying and make games Link to comment Share on other sites More sharing options...
bandrewk Posted February 16, 2014 Author Share Posted February 16, 2014 Well , i agree , it should be in some "FBX import" page in LE3 site some details, to avoid each time having new coming people loosen. @bandrewk : You don't need bones to mark positions on your weapon , you can, just drag and drop your weapon in the scene, than attach "Pivots" as child of the weapon and place them where you need your marking positions. I can't do anything like that since I'm using 3.0 (C++) and prefabs are completely broken there. Bone markers are favored by my artists too. Link to comment Share on other sites More sharing options...
Bolt Posted February 16, 2014 Share Posted February 16, 2014 Josh, can the prune bones feature be disabled as a switch? Maybe leave it on by default, but turn it off by a switch, like -pboff ? Something for advanced users who know what they're doing. Ultimate Unwrap 3D: http://www.unwrap3d.com Link to comment Share on other sites More sharing options...
Josh Posted March 17, 2014 Share Posted March 17, 2014 Josh, can the prune bones feature be disabled as a switch? Maybe leave it on by default, but turn it off by a switch, like -pboff ? Something for advanced users who know what they're doing. Yes, I can make use of that. I'll just add a checkbox in the general options that allows the user to enable or disable this setting on a global level, then pass this setting to the converter in the command line. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Recommended Posts