So I'm new to importing meshes and I'm trying to figure it out. I look at the threads related to importing mesh and the steps I did was:
-Use TpacTool to export existing game armor, padded_coat_a.dae
-Imported it to blender, I only change the mesh name and export into fbx
-imported the fbx file in resource browser (default unit is milimeter so I got a giant armor) so I tweaked and make it meter.
-but the mesh is facing backward so I rotated it on blender 180 degrees
-Now the results looks right in model viewer while it was equipped with a sample human, but when I added animation it looks like this
-I suspected it was the bone but I'm sure it was rigged and I added _nofused on the bone's name
-So I doubled click it and saw this:
- That wasn't how it looks like in the blender, however I saw on other threads that this is how it really looks on resource browser. And seems they don't have any problem.
- then I tried the padded_coat_e.obj , it doesn't have bones so this is how it looks:
Maybe I missed something or did something wrong.
-Use TpacTool to export existing game armor, padded_coat_a.dae
-Imported it to blender, I only change the mesh name and export into fbx
-imported the fbx file in resource browser (default unit is milimeter so I got a giant armor) so I tweaked and make it meter.
-but the mesh is facing backward so I rotated it on blender 180 degrees
-Now the results looks right in model viewer while it was equipped with a sample human, but when I added animation it looks like this
-I suspected it was the bone but I'm sure it was rigged and I added _nofused on the bone's name
-So I doubled click it and saw this:
- That wasn't how it looks like in the blender, however I saw on other threads that this is how it really looks on resource browser. And seems they don't have any problem.
- then I tried the padded_coat_e.obj , it doesn't have bones so this is how it looks:
Maybe I missed something or did something wrong.