Now you'll notice that the default rotation is x 90, y 0, z 0. Just to be on the safe side, let's make the armature and all meshes stem from rotation 0,0,0. However, if you are sharing animations between models in-game, there may be some rotation issues if the animations were exported from a model with different rotations. The easiest solution is to select the armature and rotate it 180 degrees from above. Now the main problem with your new base model. So rename the spinal bones as such using underscores for spaces or the named bone will not export correctly to Torque from Blender: Torque likes to use the "Bip_01 Bone" system from 3DS Max especially for recoil animations. Once all your bones are easily viewable and selectable we need to rename some. After the original bone has been enlarged and repositioned, you can delete the helper bone which you have just created. One large enough, select teh whole of this bone, and use it as a helper to drag the end (known as the tail) of the original bone out to a new position, thus making the whole of the bone larger - and thus easier for selection and animation. From the properties editor, select the bone on the armature before returning to the 3D Viewport and extruding a new bone. Select the armature, choose "edit mode" in the "3D Viewport". The easiest way to resize or move hard to select bones is to select them via the object properties list. Now not all bones have resized, and you'll notice things like eyes, eyelids (and boobs and butts) are still tiny, and finger tips occupy the same space as mid-finger bones. Now when it imports the model most (but not all bones) will be large, connected to their neighbours and easy to select and manupulate for animations. To prevent this open up the dropdown menu for options in the import dialogue (the cog symbol top right) and select all the armature options and bind info. This means that selection and manipulation becomes almost impossible. If you do not choose any option for the import then you will find a lot of very tiny bones, none of them linked together. Now to import that Collada file into Blender. As my character is female, I chose the "Unity with boobs and butts", which is the default game engine skeleton with additional boobs and butt bones featuring a simplified single toe bone for each foot. You may also want to choose an skeleton without all the boens for toes, there are various armatures to select. With smooth off it's a more manageable 26K tris for the main body with eyes, teeth and tongue meshes being seperate. MakeHuman is very useful for creating a base humanoid mesh and more importantly - avoiding the utter horrors of weight painting armpits and shoulders, I can never seem to get a decent deformation in this area so having it automated is a relief.įirstly, export from makeHuman as a Collada file - but even before that - make certain that "smooth" is turned off, or your mesh will export with a subsurf and be >100K tris. Just a few notes on using makeHuman, getting the model into Blender3D (2.82a) so that you can export it out to Torque3D.
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