DarkAnsem Posted January 12, 2010 Share Posted January 12, 2010 Program used: Blender latest VersionExport Type: .3dsImport type: .fbx via the Autodesk converter I explain my problem: in order to practice for modeling this game I was trying to import a model from another game into this. no texture or anything, just in order to see how it works. I thought to solve any problem by importing in blender 2 meshes: the custom one and one equivalent from Dragon age (I wanted a longsword, so I imported a longsword). I switched to Edit mode, and scaled down the custom model so that the hilts of the swords would match their position in the editor. and while a bit bigger than the Dragon Age sword, the result was acceptable. I saved and exported. then I followed the nightmarish procedure for importing a custom model. I succedeed, I tried it in-game, and it is still enormous. what have I done wrong? Link to comment Share on other sites More sharing options...
kzelsama Posted January 13, 2010 Share Posted January 13, 2010 In Blender, Object Mode, with your object selected, hit n (or select Object->Transform Properties).Check that ScaleX, ScaleY, ScaleZ are at 1.000. Link to comment Share on other sites More sharing options...
DarkAnsem Posted January 13, 2010 Author Share Posted January 13, 2010 that is, after I finished editing I take. can someone post a step-by-step tutorial for rescaling an item? is it possible that exporting to .3ds resets the values? Link to comment Share on other sites More sharing options...
kzelsama Posted January 13, 2010 Share Posted January 13, 2010 Before or after editing, it doesn't really matter, although you'll need to edit some more if you do it after. The object scalings need to be the same for both your new sword model and the vanilla one you're using to match the default orientation/position. Check the Transform Properties for both so that they match (except DimX/Y/Z). Scaling in Blender is quite easy. If you've already edited the model to fit the vanilla longsword and notice the object scaling parameters are not right, just note them down, set them to 1, and apply the scaling in Edit Mode along each axis by the number you've recorded. For instance if my object's ScaleX is 0.125, I note it down, replace 0.125 with 1.000, hit TAB to go in Edit Mode, and hit s->x->0.125. If the export tool you're using is anything like the Blender scripts, it doesn't export object data like scaling, position, rotation. Whatever transformation you did in Object Mode will not apply. I don't think model scaling is changed during .3ds export. Link to comment Share on other sites More sharing options...
kzelsama Posted January 13, 2010 Share Posted January 13, 2010 double post, sorry Link to comment Share on other sites More sharing options...
DarkAnsem Posted January 13, 2010 Author Share Posted January 13, 2010 thanks for the detailed description. so if I export from blender I'm doomed to failure? is there no way to make the scaling permanent for exporting in .3ds? Link to comment Share on other sites More sharing options...
kzelsama Posted January 13, 2010 Share Posted January 13, 2010 I don't know what gave your the impression that exporting from Blender was doomed to failure. I don't know the "nightmarish procedure", but if your object's too big there's a scale factor wrong somewhere. All I'm saying is that all transformations must be made in Edit Mode, it's the only 100% sure way they will actually impact the mesh data. If Scale parameters in Object mode are at 1.0 and the model is still too big, try (once again, in Edit Mode) to scale it down, and see if it helps. Link to comment Share on other sites More sharing options...
DarkAnsem Posted January 13, 2010 Author Share Posted January 13, 2010 my problem is that even if I scale from edit mode the model is not resized. perhaps I'm missing a step that I have to perform in Edit Mode after I finish scaling and rotating? like "confirm alterations" or something like that? Link to comment Share on other sites More sharing options...
kzelsama Posted January 13, 2010 Share Posted January 13, 2010 No, nothing like that, although you probably had better save the file before exporting... wierd that the scaling you do in Edit Mode doesn't do anything though.Do you have a link to the "nightmarish procedure" you followed when exporting your new model ? I'll give it a try., maybe I'll see what's wrong. Other than that, you can try the Blender scripts. It requires a bit of work for new models but it works fine. Link to comment Share on other sites More sharing options...
DarkAnsem Posted January 14, 2010 Author Share Posted January 14, 2010 this is the procedurehttp://social.bioware.com/wiki/datoolset/i...odel_to_Toolsethttp://social.bioware.com/forum/1/topic/72/index/320619 try, and tell me what I might be missing in Blender. the scripts won't export meshes right now, right? that means I have to wait. but it's admirable that they at least made pieces of armor work. Link to comment Share on other sites More sharing options...
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