Hello, has anyone got some experience with making animated .dae´s for BeamNg? As seen in the video it kinda works but not completely... it gets invisible from certain angles... why could that be? Also the scene collection in blender is set up pretty random... i have no idea if there is a "optimal" way to do that for beamng. I just randomly tried to get it work which was a tedious task on its own for a blender noob... I would very much appreciate if anyone has some knowledge about this and could give me some input on this... thanks!
I remember I have seen this mesh issue when browsing the forum, maybe this thread can help? https://www.beamng.com/threads/82571/ As for exporting .dae mesh, I use a plugin made by a forum member to speed up this process. However what I exported are static meshes. I don't know whether the plugin also applies to animated mesh. https://www.beamng.com/threads/85294/ BTW the shark looks nice! What I'm waiting for is your Skeleton Coast after the release of Barbent's Homerange Good luck to you!
Yes that worked it seems.. nice. Now I have to figure out how to add different LOD levels to animated .dae´s. doing the "normal" _a50, _a100, etc doesnt do anything here..
This works for me even with animated and non animated sub objects in one DAE. Every LOD has its own animation:
Ok thanks for the reply! I made some mistakes with the hierarchy apparently.. However, there is another thing I struggle with... Sorry if this is a stupid noob question but this is the first animated object I did in blender... this is my hierarchy now: I have 2 animations (red arrow): one is the movement of individual body parts of the animal which is repeated in a loop. the other one is the movement of the whole animal along a defined path (which is done here with the "follow path" constraint). This setup works as long as I don´t parent it to "start01". When I do that, and then apply all transforms, the object is all over the place and gets totally dismantled. What is the correct way to do this? thank you for all your patience and help ___________________________________________________________________________________ Update: ok I guess I figured it out... I just had to place the constraint above the object in the hierarchy. Now I can apply all transforms without breaking the figure...
Apply All Transforms? That means, you're baking all offsets, rotations and scales into the vertices and reseting the origin. Why? That is the core reason for that it becomes dismantled because that kills the Blender's hirarchical transformation EDIT: matrix. But if it works now for you, I'm happy .
Uh! OK. Some animations aren't exported correctly (are not supported by dae) which I encountered for example for shape keys, maybe that's a similar case. So you're doing a perfect workaround with that Apply All Transforms .
ah I hate blender... now the whale looks like this oh... and LOD still does not work, not even for this abomination...
I think you reduced the vertices for the LOD. So the Vetice Group is not the same any more and some animation seems to affect a Vertex Group (as I derived from your screenshot). Try to bake the animation which is bound to the Vertex Group. Or maybe this may help to bypass the effect of the transformation matrix? Idk. BTW: I can absolutely not understand why some people hate free software or maps even if it is meant in a humorous way. Imagine uncountable hours of work to give you a tool for creativity or to have fun. Reacting with hate is, well, I don't understand. I am very glad that Blender exists - how can I support people who don't like their tools?
Well I guess I can´t complain since its free, valid point... this is a whole discussion for somewhere else but to put it simple: i think that a lot of software (free or paid) is mostly over complicated and basically unusable for beginners or people who have not worked in this field for years. This really puts a limit to many people´s creative ambitions simply because they are not able to achieve their goals with the software available (because it is so complicated and takes years to learn). Which is a shame I think. Most people do not have the amount of time to spend on something like this as I have and I really struggle with this even after I already put months into learning to work with this software since its just totally unintuitive (and I did work with CAD programs for years but this is totally different on many levels) and the tutorials and learning materials around almost never cover any of the questions I have. It is basically endless hours of trial and error for things like I what I mentioned in this thread. If it wasn´t for you and your help I would have given up on this months ago... I owe you <3 Back to topic: I did tried it with and without baking the animation. In some case it works, in some case (like the one in this thread) it does not. I don´t understand anything here..
Answer more in detail related to animated DAE's and Box needed to prevent animation view clipping You need a box that is large enough to contain the entire animation as if it were showing it to you as long as your in the box. I was later told the box does not have to be in base00 but I have not tested that. Occams Razor was who solved this problem,. thank him Here is 2 examples of animation that does not clip out of view. Import the DAE into Blender to see how its layed out https://1drv.ms/u/c/cd64dc0c4f480222/EcLEZwpN5DlOu70pUXsZZMABQQ-Eax8U-Hr_HvGFMmfYfw?e=wbxCnp https://1drv.ms/u/c/cd64dc0c4f480222/EflpmXgL7hxEjJDOYJY1p04BW1NOA0kCYQZOBEX_9JDj0Q?e=LHMcKk
Hey, thx for the reply. I figured the thing with the boundary box out. However I encountered another problem... I cannot firue out how to give LOD to an animated object. It simply never works. (see posts above...) have you had any luck with this?