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Blender: Properly export bone weights

Started by August 19, 2009 08:17 AM
1 comment, last by Jan K 15 years, 4 months ago
Hi there I want to use an animated character in my game. I have found one that is a good test object. I can import it into Blender and play its animation, it looks very good. Now i export it as an x-file (DirectX file format) and load it into my engine. However the bone-weights seem to be exported not the way i expect them too. The mesh in blender is rigged properly and the animation looks good. However the guy who built it, seems to have used some other method than "bone heat". When i go into "Weight Paint" mode nearly all weights are 0, because all bones are really tiny. But this data seems to be used, when it is exported into the x-file, which makes the result incorrect. Now the correct data is there "somewhere", because Blender obviously uses it for animation. I just need some way to get the correct data into the "vertex weights", such that they will be exported properly. My knowledge of Blender is very limited, though, so i am asking, whether anyone knows a way to 1) see the REAL weights, that are used by the skeleton (Weight Paint seems not to be the thing i am looking for) 2) get that data into the vertex-weights, for proper exports Thanks, Jan.
I'm not familiar with the scripts, but they are all gpl and oss, and included in a sub directory. Just open up the dx exporter py script, save a new copy, and make your own edits to save out the proper weights?
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I am sorry, i found my bug. I had a typo in my loader code, and with more than 2 bones per vertex the weights were messed up.

Also i just found out that i need to select a vertex group, when in Weight Paint mode, to see that group's influence. The default selected group seems to be a dummy bone, that doesn't influence anything, that confused me.

Jan.

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