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Issue with Importing Rigged 3D Models into BeamNG

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AlexAkaDoope, Jul 18, 2024.

  1. AlexAkaDoope

    AlexAkaDoope
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    Joined:
    Feb 5, 2024
    Messages:
    8
    Hello everyone,

    I'm encountering a problem with importing rigged 3D models into BeamNG and would appreciate any help or advice.

    Workflow:

    1. I download 3D models in USDZ format.
    2. I import these models into Blender for modifications and then export them as Collada (DAE) files.
    3. When I import non-rigged models into BeamNG, they display correctly.
    Problem:

    • When I follow the same process with rigged models, the models do not display correctly in BeamNG.
    • In the BeamNG editor, inspecting the object shows it as random shapes rather than the original model.
    • Recalculating normals in Blender does not fix the issue.
    Attempts to Fix:

    • Verified armatures and skeletons in Blender.
    • Applied all transformations before exporting.
    • Checked export settings for animations and armatures.
    Has anyone encountered this issue before? Any suggestions or solutions would be greatly appreciated.

    Thank you!

    AlexAkaDoope
     
  2. AlexAkaDoope

    AlexAkaDoope
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    Joined:
    Feb 5, 2024
    Messages:
    8
  3. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,436
    I'm not sure this is currently possible at all
     
  4. BryceSTP

    BryceSTP
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    Joined:
    Apr 20, 2020
    Messages:
    323
    I think they are talking about how you can import rigs in with world editor that has animations applied to them, there's a tutorial I've seen on Youtube about it
     
  5. AlexAkaDoope

    AlexAkaDoope
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    Joined:
    Feb 5, 2024
    Messages:
    8
    This is possible, I've seen other BeamNG creators doing it
    --- Post updated ---
    No, not animated Rigged models, only rigged models
     
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