Dogmander wrote: ↑Sat Dec 04, 2021 1:15 am
Alright, sounds good. Hope that all is well.
Yeah, thanks. Hope all's fine for you, too.
Rick's source code, btw, is written excellently (
https://github.com/gibbed/Gibbed.FGDK3).
The parenting of bones seems to be missing, though. So no bones' hierarchy shown in blender.
But since I'm not familiar with the .dae format it's a long way to go.
So far I checked the collection of vertex, weights and face data. Seems to be ok (surprise

).
But the .dae files I get from the compiled project are faulty - I have no idea, where my fault could be (only change were some additional Console.WriteLine()):
Code: Select all
<Name_array id="Armature_m0-skin-joints-array" count="43">
Root
AutoExporterJoint27
AutoExporterJoint10
AutoExporterJoint11
AutoExporterJoint28
AutoExporterJoint43
AutoExporterJoint5
AutoExporterJoint12
AutoExporterJoint20
AutoExporterJoint8
AutoExporterJoint30
AutoExporterJoint31
AutoExporterJoint42
AutoExporterJoint41
AutoExporterJoint40
It's not a matter of the paramters since I get the same error when I drag n' drop PRELOAD.DAT onto the compiled exe file.
.
shape_0_lod0.dae created using the exe from your zip, with correct bone names:
Code: Select all
<Name_array id="Armature_m0-skin-joints-array" count="64">
_world_
_root_
Between_the_eyes_dummy
Bip01
Bip01_Head
Bip01_L_Calf
Bip01_L_Clavicle
Bip01_L_Finger0
Bip01_L_Foot
Bip01_L_Forearm
Bip01_L_Hand
Bip01_L_Thigh
Bip01_L_Toe0
Bip01_L_UpperArm
Bip01_Neck
...