Author Topic: MG export issue  (Read 438 times)

Offline McCloskey

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MG export issue
« on: 20-09-2012, 23:09:17 »
I've been trying to export the .30 cal (M1919A6) and all seemed fine in third person, but when I switched to first person, I realized this isn't gonna be as easy as I thought it to be. Basically, it appears some of the meshes are using wrong mesh bones resulting in this:

http://www.youtube.com/watch?v=mIgbZfkszFc

I believe I had set up the hierarchy correctly though:



Any idea what's going on? I already exported a Bazooka (switched the crappy 3p lod0 geometry with the detailed 1p geom) without any problems, so I'm kind of puzzled. ???

Offline Damaso

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Re: MG export issue
« Reply #1 on: 21-09-2012, 00:09:50 »
i was your fisrt view :D

Offline McCloskey

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Re: MG export issue
« Reply #2 on: 21-09-2012, 14:09:07 »
great... ಠ_ಠ

anyhoo, I tried to do MG42 and it does exactly the same. is there something I'm missing before exporting the weapon? I didn't change the order of meshes, I imported the model, left the meshes as they where (only parented the numbered parts to the genericfirearm mesh) and reexported... although when I import the new bundledmesh, the numbered meshes are mixed up. :-\
« Last Edit: 21-09-2012, 14:09:53 by McCloskey »

Offline McCloskey

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Re: MG export issue
« Reply #3 on: 25-09-2012, 15:09:00 »
well, I finally figured it out... the exporter renames each part "+6" meaning mesh 1 was mesh 7 after export, mesh 2 became 8 etc., so you need to rename the meshes -6 before exporting
« Last Edit: 25-09-2012, 15:09:43 by McCloskey »