R Soul on 28/2/2011 at 20:26
I've recently started using Blender, but when I export an archer mesh, there are problems with the bow.
I imported the original archer 3ds (converted from archer01.e from mesh.crf) and exported with the only change being to remove the double quotes from the material names.
In Dromed it looks like this:
Inline Image:
http://i912.photobucket.com/albums/ac326/rsoulinternet/Dromed/archer-error.jpgThe red colour can be ignored; I didn't bother setting the textures. The top of the bow is in the same place as it is in the 'arms out' pose. I think the same is true of the bottom of the bow, though it's harder to tell.
If I do the same thing from Anim8or there are no problems. If I export from Blender, then import to Anim8or and export again, the problem remains.
Has anyone else ever managed to export an archer from Blender?
Shadowspawn on 1/3/2011 at 13:50
I haven't used Blender to do much, but I would look into the limit planes and joint boxes around the bow and see if the names have changed or the positions have moved. I had similar problems with bowmen when I had some bad names (changed by Truespace) around the bow.
It sort of looks like the top of the bow had been grouped with the head, and the bottom with the butt or abdomen joint...
R Soul on 1/3/2011 at 18:00
I can't see anything wrong. I imported the newly made 3ds back into Blender (and Anim8or to double check), but all the mesh names are the same, and they haven't moved.
:erg:
R Soul on 6/8/2019 at 11:56
Major Bump!
Clearly Shadowspawn was on the right track, but I'm not sure if I found the solution and didn't make notes or if I just forgot about it. I've recently been reading about meshes and found that archer01.e is missing a limit plane. My current attempt with archer01 only had a problem with the top of the bow, so last time there must have been some tiny error that was hard to spot.
This page shows what's going on in general:
(
http://wenchy.net/old/meshes.html)
The paragraph below the first screenshot explains what happened. I knew the plane's influence went along the normal vector (or maybe in the direction of the joint box) until stopped by another plane (e.g. XJrsh_Srsh) in the screenshot) but I didn't realise it also went outwards (into the red area) without another plane to stop it. A humanoid neck joint has two horizontal planes very close to each other (like a = shape) with the top one stopping the bottom one from continuing upwards into the head. The screenshot shows that its influence also goes side to side to infinity.
For an archer that's a problem because it'll catch some polys of the bow, hence the distortion. I had a look at one of the other files, arcerh02.e and found that it has a plane like | between his head and the bow, called XSNEC, which stops the neck joint's influence going any further:
Inline Image:
http://catmanofiowa.com/RSoul/img/missing_pane.jpgIt doesn't matter that the object is much higher up that the other two neck planes.
After adding that to archer01, the bow problem was fixed.