blender: character's pose not exported correctly
Posted: Tue Oct 16, 2012 5:26 pm
Hello,
I've created a human character with makehuman and successfully imported it into blender. There it has its standard T pose for beginning, feet on the ground. I now try to make the character sit on a cube. While everything looks fine in Blender, things get scary after exporting Ogre: The mesh is sitting, but the skeleton is not. To be more specific: The skeleton still stands in T pose. I've tested with the T posed mesh and all works fine. So since I don't need legs to animate this wouldn't be a problem if the bones from the upper part of my sitting character would fit the mesh, but because of the sitting position, feet still on the ground, the mesh is somewhere below its skeleton, so bone transitions (manually set in ogre) look quite scary.
I tried modifying the skeleton in Blender's edit mode as well as in the pose mode, but it looks to me as if the Blender2Ogre exporter doesn't work for exporting altered skeletons.
Any suggestions on this?
I've created a human character with makehuman and successfully imported it into blender. There it has its standard T pose for beginning, feet on the ground. I now try to make the character sit on a cube. While everything looks fine in Blender, things get scary after exporting Ogre: The mesh is sitting, but the skeleton is not. To be more specific: The skeleton still stands in T pose. I've tested with the T posed mesh and all works fine. So since I don't need legs to animate this wouldn't be a problem if the bones from the upper part of my sitting character would fit the mesh, but because of the sitting position, feet still on the ground, the mesh is somewhere below its skeleton, so bone transitions (manually set in ogre) look quite scary.
I tried modifying the skeleton in Blender's edit mode as well as in the pose mode, but it looks to me as if the Blender2Ogre exporter doesn't work for exporting altered skeletons.
Any suggestions on this?