Open MCMANIRX opened 6 years ago
nvm found a workaround
Actually, I now need this to work. Get that error when trying to convert confirmed working .daes
Can you send me the offending files?
http://www.mediafire.com/file/zrad59bn9axz82k/orima3.DAE
they don't support those here.
Your skeleton is setup incorrectly. The root of your skeleton (the joint that all bones have in common) must be the root of an object called skeleton_root, which should be on the top level of the scene. It's described here, on the "Getting Started" page.
Tried rigging CJ from GTA:SA onto olimar(GC)'s bones in blender, parent-ed armature to skeleton_root, crosshairs dummy exported as FBX 7.4, imported into 3dsmax, exported as fbx 2012, no errors anywhere, still an index out of range. I'm not sure if it's my blender method or your program, it's just not working for me. I don't want to sound like a mom, but that Blender guide would be very useful.
Can you upload it?
I don't want to sound like a total noob, but i can't seem to get anything with bones to convert to BMD. I've tried .fbxs, .daes (some directly from brawlbox's .mdl0 export) and some non-skinned .blends and continue to get the error: once again, what do? (note: error message even displayed when re importing a SuperBMD decompressed .dae to .bmd.)