I've a 3d model that I've been clipped its animations and I wrote some scripts inside my game for it. Now some animations are changed and I want to just update my model. It's not good to clip all animations again each time the model changes!
I tried to...
clip updated model animations and export it in another Godot project and import it to my project. But it doesn't imported any keyframe!
import .dae file into the blender, but it seems corrupted!
just replacing new .dae file over old one, the model became corrupted when I open my project in Godot.
replacing new .dae file over old one and deleted all .import files, Godot project will become corrupted after re(import) the updated assets.
We're really in trouble with it and I don't know what to do with it! Is it an unhandled problem in Godot? We're in the last steps of our game production!!
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We are looking at using the Forge Viewer for a project to display and markup plans, etc. (for now just 2D, 3D may be added in the future). For some of these items we will have DWG Files that we can convert using model derivative API so no problem there. However, the client also has quite a few existing drawings saved in svg format from their legacy system.
The question is if there is a good way to convert those base svg files into svf that we can display as the 'main' drawing/view in Forge Viewer. I have found things about creating a markup layer from an svg file, but that's not really what we want. We would be using markups to have the user draw on top of the plan with their own tools and place markers, etc. but the main drawing should be from the svg file that they have.
Forgive me if this is simple but I'm fairly new to the viewer and model derivative API so I'm not figuring out how to make this work.
There is no translation support for SVG, to generate an SVF model out of it.
You could either
a) use the SVG inside a format that we support (e.g. DWG - perhaps place the SVG in it using Design Automation API) and translate that to SVF
b) load a dummy model as shown here, and then add the SVG as e.g. markup
I'm new to Godot and Blender. I have an assignment where I have to create some kind of driving simulator. I already create the track using blender OSM and export it as .glb and it looks like this:
When I tried to export it to Godot, it turns like it is drowned and the materials are off:
Any advice on how should I do it so I can use the track that I already made on my project at godot? Hope I explain everything well.
I have a problem with importing files from blender to ue4.
I made a carpet in blender, but when I import my object to unreal engine 4, I get this:
It is possible that you did not export the object from Blender correctly. Most of the time I have seen this that is the issue. Here is a reference that might help:
https://answers.unrealengine.com/questions/769132/importing-assets-from-blender-to-ue4.html
Other times, I just had to reset the static mesh's settings in the view. It sometimes forgets what material instance it is supposed to go with.
In Xcode, this is how an object created in Blender and exported in DAE file looks:
Then, when I click the little play button below the image, or when I run the app and render it, it looks like this:
What can be causing this, and how can I avoid it?
This was produced by parenting. The torus had a parent, removing the parent avoided the distortion.
Thanks for all the help this site has been to help answer many questions!
I overrode drawRect in subclass of UIView, drew a bunch of images and save them as PNGs.
Next I am trying to load the images for use in ViewController.m
Finally got animations working, but experienced a time when VC would try to load the images before Draw2D had saved them. Found that NSLog worked well to see sequence of events:
if ([self loadNamedImage:nameToLoad]) {
[image2set addObject:[self loadNamedImage:nameToLoad]];
NSLog(#"Loaded %#", nameToLoad8); }
loadNamedImage is the method that returns the loaded images. Adding if/exist seemed to fix the problem for awhile, but I want to properly use something like
performSelectorOnMainThread:withObject:waitUntilDone:;
// where to place command, which object, etc?
tried using sleep statement in VC hoping the sleep time would be used to save the images before trying to load them .. how can the program startup sequence be adjusted enough to make this work?
dBC
found that using viewDidAppear vs viewDidLoad solved my problem for awhile.
Recently started working with Gestures and reset simulator setting as suggested to fix finding needed files. Now the images won't load again because viewDidAppear tries to load pics before overridden DrawRect method draws them. Tried different restore points, clean project, and uninstall app from simulator to no avail :o(
Examples of where and how to implement addDependency, GCD or other solution are greatly appreciated!