
I'll attach the mesh, so you get an idea on what I'm trying to do. Actually I'm just trying to export it as it is and have it work ingame, or at least Ogre Meshy, with spinning wheels animations.
I hereby license the file train.blend under the CC-BY license
Attachment: train.blend (697k)



The file looks like this now:
I hereby license the file train.blend under the CC-BY license
Attachment: train.blend (626k)


But now the probem is this:
Either: I have it set up like in the attachment. Assigned front wheel vertices to the front wheel bone. Assigned hind wheel vertices to the hind wheel. Assigned main bone to all vertices, including front and hind wheels. When I now rotate a bone from the wheels, the wheels get really tiny and big again. In Blender and in Ogre Meshy.
Or: I assign nothing to the main bone and only assign the bones to the front and hind wheel vertices. Then in Blender the animation works fine. But in Ogre Meshy it complains that there are vertices not assigned to a bone and that these vertices will look weird when playing an animation. That's right, because then all vertices, that are not assigned to a bone (= the whole train, without the front axis) spin around the hind wheel axis.
Again idk what to do here. It would be cool if we could get the first setup to work, without the wheels getting tiny when their bone is rotated.
I hereby license the file train.blend under the CC-BY license
Attachment: train.blend (653k)


Behold! The mighty Clonkomotive! :D


I hereby license the file Train.ocd under the CC-BY license
I hereby license the file train.xcf under the CC-BY license
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