dae model is deformed when reimporting to blender - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: dae model is deformed when reimporting to blender (/thread-42660.html) |
dae model is deformed when reimporting to blender - zadayaz - 04-26-2024 I'm preparing a model for my first submission, and I wanted to include some of the models animations since I already have them ripped and to showcase that the rig works properly. However I'm running into an issue when reimporting the dae file into blender to see if it works properly, the model initially seems fine, but the moment i hit play to view the animation, the model flips 90 degrees, enlarges, and part of the model becomes distorted as it animates. Here's a link to a (unlisted) video showing the issue, as well as all my export settings (sorry if thats slightly more incovenient to view, even when trimmed to fit within the upload size limit it still wouldnt work for some reason): https://youtu.be/uzIT1xO_qiw . I thought it might be the global orientation setting on export, but that doesn't seem to be it, and applying transforms makes my model vanish when animating before I even export. What confuses me most is that initially the model seems fine, its specifically the animation playing that messes it up, its as if the file type is misinterpreting the animation data, because I've used these models/animations in unreal as fbx files with no issue. I haven't really used dae files before, nor am i a blender expert, this model was exported as an fbx from noesis before i brought it into blender, would that be causing the issue? any help is appreciated RE: dae model is deformed when reimporting to blender - Jasper7438 - 04-26-2024 .DAE models in Blender do not import with the correct bone rotations. if you were to export the .DAE to .FBX with a program like Noesis it would work just fine. There's nothing you can do to fix it, so as long as the animations work with the .FBX I wouldn't worry about it. |