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Stretched 3D models? [Plus other issues]

A topic by pixelrobin created Jan 17, 2016 Views: 951 Replies: 3
Viewing posts 1 to 4
(1 edit)

I was working on a small ship for a game (My first go at a true game with superpowers!) and I decided to import it before I finished to see if all is well. I followed the directions in the tutorial and I got... this. It's stretched and it's also rotated awkwardly.

The boat looks like this in blender (Sorry about the gifcam window, my bad :P).I only exported the boat part, not the mast and sail, as they are separate meshes.

Here are the collada export options I used.

If required, I'm willing to share the files.


EDIT: This whole thing has become a mess. Upon adding a bone, the model just doesn't load correctly. I even tried restarting the entire model from scratch. Could someone just take my blender file, make it work with superpowers and explain what I am doing wrong? Here's a link.

Moderator (4 edits) (+1)

For the static part, it's probably simpler to use OBJ import. I was able to get it imported with the proper scale as glTF by applying the object scale to the geometry. Not sure why that's required though. Also the object is indeed pointing in the wrong direction when there is no armature. Another bug to look at.

Applying the transforms to the sail (making sure the armature and the geometry have the same origin) seem to work too.

Created an issue for it at https://github.com/superpowers/superpowers-game/issues/26

(6 edits)

Thank you so much for your help, I've been stressing over this and smashing my head against everything for a while now :).

However, I didn't seem to catch how to fix the issue with the sail. I made sure the armature and geometry are at the same origin, but superpowers will only read the sail part, not the mast. Or is that the bug?


EDIT: I added two more bones to control the flag and superpowers couldn't read a mesh at all, and returned the error "No mesh found".

EDIT: Ok, after some heavy-ish analysis and comparison between other files that exported successfully, I accidently fixed the issue by duplicating the mesh inside the armature (?!) and creating a dummy bone whose vertex groups contains the entire mesh. That imported correctly, but the animation didn't. It appears to be moving on the wrong axis. Here's some gifs. I seem to be a bug magnet when it comes to superpowers :p

EDIT: Wait, my bad, I forgot to apply transformations to the armatures. I think all is well now :D. Thanks Elisée!

Moderator

Yeah it is important that your whole mesh is influenced by some bone for it to work. I don't know if this is something we can/should fix or if that's just how it is.