3d character import problems in Visionaire

  • #10, by AkcayKaraazmakFriday, 19. September 2014, 12:58 6 years ago
    @BigStans, mate you meant next version for visionaire?

    Hey Alex sure I'll send you the model so you can check it out. Just wanna try 1 more thing. After modelling, I merged model parts, hands, head, boots n head as a one mesh. And in Visionaire sometimes it works sometimes no. Then I split some parts from the mesh like, boots hands and head and then export .X as multi mesh then it worked much better in Visionaire but not %100. It still shuts down the program after clicked run but not as much as before. So now I will split all the rest of the parts; eyes and some small pieces that I've attached and then export .X and give a try in Visionaire and let you guys know.

    Great Poster

    437 Posts


  • #11, by SteveDaySaturday, 20. September 2014, 21:23 6 years ago
    Ok, for a more constructive approach: why don't you sketch a simple workflow - like
    1. create an animate model in blender (current version)
    2. export as collada
    3. import in VS 4
    4. select animation and some options
    attach sample as source and export files.
    done.
    BTW that workflow does not work, so you have to come up with the workflow that you are recommending.

    and if you can not support 3d model import because someone else wrote it and it is simply not meant for production use - don't advertise it.

    Newbie

    6 Posts

  • #12, by AlexSunday, 21. September 2014, 13:18 6 years ago
    that's what we're trying to do. The wiki already contains some information. If you or someone else has a concrete workflow that you can recommend we'll add it to the wiki.

    I don't know what you consider "advertising" - We're simply listing new features. I've got a 3d Zombie model which works perfectly fine - I'll check the license and upload it if possible. Let's wait for the next update before further investigation because the update fixes many problems.

    Great Poster

    378 Posts

  • #13, by NigecSunday, 21. September 2014, 13:56 6 years ago
    A pre made model doesn't help much, its the required work flow which is the problem.
    Blender is the modeller of choice for most indie developers, and this for what ever reason isn't working
    early on, 3 years ago I said don't use a commercial 3D modeller like Max or Maya as the average starving developer can't afford it or resort to torrents just to do it, with Wintermute you could only reliably use 3D Studio Max or in the case of Blender someone had to build a X exporter which never got updated as Blender grew

    even static models have various degrees of strangeness depending on the modelling software.. , flipped, shadows in the wrong place, no textures
    I get crashes if the model is over 4 meg.. I do large 3D renders so please don't say its memory issues
    I offered help a few times over the years and nothing happened, and recently told David what was happening and no reply

    Anyway I hope you get it sorted, I agree SteveDay you should remove support from your public release and work on it with people who actually do 3D rather than throwing pre made models as that prove nothing, its the work flow to get sh*t in there that matters

    Key Killer

    564 Posts

  • #14, by AkcayKaraazmakSunday, 21. September 2014, 14:08 6 years ago
    Hey guys I think I have finally sorted out the problem %99 but not %100! I'll now post my working flow as a new post, hope it will help people.

    Great Poster

    437 Posts

  • #15, by SteveDayMonday, 22. September 2014, 08:53 6 years ago
    I only meant, there must be some kind of 3d modeling workflow with which the developers tested that 3d feature before they decided to include it in a release. Write that down.
    And this "simly listing new features" is advertising. You list the features so that ppl buy this stuff. When you buy a TV with "3d movie support" on the box and it does not play 3d movies you would probably at least be annoyed.
    Wintermute is a completly different story. It is open source. If its broken, you can fix it and you did not pay a cent. VS is supposed to be a commercial product. There are ppl. who pay for this and even worse: base their investment on it. Just look at the kickstarter campaigns - adventure development costs money and it is quite important, that the most fundamental tool is working as advertised - that the features you state, that your product supports are actually working. - and it is documented, how they work - but that is another story...

    Newbie

    6 Posts

  • #16, by marvelMonday, 22. September 2014, 11:07 6 years ago
    @Steve: You are right with that. The 3D support should work without greater problems and should be documented. We are working on it and there will be a new version (4.02) soon that solves several problems. smile

    Key Killer

    598 Posts

  • #17, by AkcayKaraazmakMonday, 22. September 2014, 11:51 6 years ago
    Thomas, any idea for the release date of next version? smile

    Great Poster

    437 Posts

  • #18, by marvelMonday, 22. September 2014, 13:25 6 years ago
    It should be released in the next days.

    Key Killer

    598 Posts

Write post