Post by radishradish on Oct 16, 2020 23:14:06 GMT -5
another strange oddity I discovered is that the animation clip created from importing the .blend into s4s only has a reference to the first bone in the chain (The direct child of transformBone) all the other bones never actually got added to the animation. Am I not allowed to make a chain of bones for an object?
edit: fixed this part. Problem here was I left the default bone names in blender, which are like "Bone.001" the periods in the name seemed to be the culprit as when I changed them to underscores like "Bone_001" s4s was then able to see them, then I had to repeat the entire step of update all the bone name hashes. Still trying to figure out who my mesh is distorted though
Unfortunately, I wouldn't know why your objects distorts. As you have already mentioned, it's usually due to incorrect weight paints. If you guys don't mind, perhaps you could share your .package of the object and the blender files of the animations and the mesh as it is. When there's complex animated objects in play, I might not be of any use I'm afraid. However if I get time, I might be able to look into your .packages and blender files and see if I can spot anything. If not, maybe someone else will be able to.
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