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Author Topic: Blender .x to RigidBody difficulties  (Read 1379 times)

« on: September 16, 2009, 09:13:13 PM »
Hey guys, I'm having trouble getting my Blender-exported object into a RigidBody. I'm copying it to the target folder, renaming to 'rigidBody_.x' and also copying to 'rigidBody_mesh.x'. I import, refresh, and spacebar: Everything works great. I hit <esc> to end sim, then hit spacebar to re-test and collision detection fail. WTF am I doing wrong here? It's getting quite annoying.

Attachment related, the object I'm having difficulty with. Thanks for any and all help.
Be who you are and say what you feel   -----------------------------------
------   For those who mind don't matter and those who matter don't mind....
« Reply #1 on: September 17, 2009, 02:12:13 AM »
It works for me. Unzip the files to their folders on your HD and chekou the CheckerRoom project
« Reply #2 on: September 17, 2009, 04:35:04 AM »
Try RadImp (search for it on the forum). Then just export the directx file to the import folder (you made for radimp) and the folder structure and names of the files will automaticly be made.
If 3drad crashes on your models, download FragMotion. Then import and resave the directx files in your folder. I did this with an animation made in Blender and then it worked in 3dRad.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #3 on: September 17, 2009, 06:40:23 PM »
Hey guys, just an update:

I tried this on another computer I have access to, and it worked fine! This can only mean the problem is somewhere in my installation. I'm updating my DirectX and Vis. C Runtimes now, I'll update this thread again with my progress. Thanks to everyone who is trying to help!
Be who you are and say what you feel   -----------------------------------
------   For those who mind don't matter and those who matter don't mind....
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