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Arcturus

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Posts posted by Arcturus

  1. Do you have "Reorient" enabled during export?

    As for floating, NPCs are using inverse kinematics to determine where to put feet on. This potentially could cause problems. There is an md5 viewer. You could use it to check on exported animations.

  2. By the way, there's a checkbox in Blender that let's you save in a "legacy" mesh format.

     

    post-2001-0-53046100-1473267152_thumb.png

     

    In ver 2.7 ngons were introduced, that's why they made the new mesh format. I saved the proguard file with this option and updated the link in this thread. So one can work with Blender 2.6 if needed.

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  3. It was couple of years ago, but those feet bones are probably hidden. This is just a control rig for a proper game skeleton. The latter is on another layer and it's the one that you actually export.

    You can import animation ("action") from one blend file to another. Just go: file > append > your blend file > Action.

    Also, you should be able to work with Blender 2.77a (current version), it's just that apparently there was some large change from series 2.6 to 2.7 that caused a problem. The same way they announced that backwards compatibility may brake with version 2.8, which will have some huge changes, including PBR viewport, and so on. EDIT: hm, I guess in this example that would be a forwards compatibility?

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