nex_smd_mesh_export.py - buggy animation export

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  • i've been exporting smd meshes and animations from blender using nex_smd_mesh_export.py, but i was having problems when i tried compiling them into a zym. i kept getting this error.
    Code: Select all
    executing command output
    executing command scale
    executing command origin
    executing command rotate
    executing command mesh
    parsing mesh pyria.smd
    executing command scene
    parsing scene die1.smd
    bone's parent >= bone's number
    error processing script
    morphed suggested reading the mesh smd and animation smd and checking the bone number and order was the same. (thanks morphed). in the mesh smd the bone stuff looked like this....
    Code: Select all
    version 1
    nodes
    0 "origin" -1
    1 "handle" 0
    2 "body" 1
    3 "chest" 2
    4 "l_shoulder" 3
    5 "l_upperarm" 4
    6 "l_forearm" 5
    7 "l_hand" 6
    8 "r_shoulder" 3
    9 "r_upperarm" 8
    10 "r_forearm" 9
    11 "r_hand" 10
    12 "neck" 3
    13 "head" 12
    14 "hips" 1
    15 "l_hip" 14
    16 "l_thigh" 15
    17 "l_shin" 16
    18 "l_foot" 17
    19 "l_toe" 18
    20 "r_hip" 14
    21 "r_thigh" 20
    22 "r_shin" 21
    23 "r_foot" 22
    24 "r_toe" 23
    end
    so every bone had it's number, name and the number of the bone it was parented to. when i looked at the same code in the animation smd it looked like this...
    Code: Select all
    version 1
    nodes
    0 "origin" -1
    1 "handle" 1
    2 "body" 2
    3 "chest" 3
    4 "l_shoulder" 4
    5 "l_upperarm" 5
    6 "l_forearm" 6
    7 "l_hand" 7
    8 "r_shoulder" 4
    9 "r_upperarm" 9
    10 "r_forearm" 10
    11 "r_hand" 11
    12 "neck" 4
    13 "head" 13
    14 "hips" 2
    15 "l_hip" 15
    16 "l_thigh" 16
    17 "l_shin" 17
    18 "l_foot" 18
    19 "l_toe" 19
    20 "r_hip" 15
    21 "r_thigh" 21
    22 "r_shin" 22
    23 "r_foot" 23
    24 "r_toe" 24
    end
    so the bones are parented to themselves, which is what was causing the zym build to fail. i copied and pasted the good code from the mesh smd into the animation smd and now everything works ok. i'm not really sure why it exported like this, but it could be something to do with the fact that i'm using a newer version of blender than the one the script was written for.

    hope this is useful to someone.
    zuriastrad
    Alien
     
    Posts: 169
    Joined: Thu May 15, 2008 4:13 am

Sat May 24, 2008 3:32 pm

Sat May 24, 2008 5:11 pm

  • nice work rebecca, thanks.
    zuriastrad
    Alien
     
    Posts: 169
    Joined: Thu May 15, 2008 4:13 am



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