<bone id="35" name="root">
<position x="-7.27596e-010" y="0.000284433" z="-3.42261e-009" />
<axis x="-1" y="-0" z="-0" />
<bone id="0" name="Bip01">
<position x="7.27596e-010" y="-3.42261e-009" z="0.903251" />
<axis x="-0" y="-0" z="-1" />
<bone id="17" name="Bip01 Pelvis">
<position x="0" y="0" z="0" />
<axis x="-0.57735" y="-0.577351" z="-0.57735" />
BONE POSITION AXIS ANGLE
root (0,0,0) (-1, 0, 0) pi/2
Bip01 (0,0,0.9) ( 0, 0,-1) pi/2
Bip01 Pelvis (0,0,0) (-sqrt(1/3), 2pi/3
sure you can join the meshes
wardrobes are linked to materials and materials are linked to specific vertices - in Blender it's represented by Vertex Group. It's a bit tricky to work with those (multiple materials per submesh), but some Blender tutorial should explain it well.. Even after you join the meshes, material to vertices assignment is kept, and as long as you will keep material names in tact (ending up with boots, shoulders, .. ) wardrobes will work just fine
probably a bit of a necro here, but I reeaaaaaalllyyy can't get this to work and ive been bashing my head over this for more than 4 hours now.
ok, lets see here....
* got all the downloads? check
* use 32 bit versions? check
* use blender 2.49b as most tutorials say I should do? check (also tried newer versions)
* use Python 2.6 as most tutorials say I should do? check
ok. now for the steps.
1. install first python, then blender - check
2. download and install OgreCommandLineTools, note : this install the OgreXmlConverter.exe too - uhh, there is no "install" available here, but ok, extracted to some folder.
3a. download the blender import script "ogre_import.py" - done
3b. edit the ogre_import.py file in line 71 (in old scipt was it in line 127) and let the script know where OgreXmlConverter.exe is installed
for example : IMPORT_OGREXMLCONVERTER = "C:\\OgreCommandLineTools\\OgreXmlConverter.exe" - done like 5 times. (but does it really use two \\ instead of one \ ?)
3c. save ogre_import.py and copy it to blender script folder, for example : C:\Program Files\Blender Foundation\Blender\.blender\scripts - uhh, "blender\*dot*blender\scripts" ??? O_o ill just use the "blender\scripts" folder. done
4. unzip Pak.zip in your custom folder. you find Pak.zip in Torchlight install folder - custom folder? new folder of choice i guess. done
5. in media\models\barrel you will find a barrel mesh, let us import this mesh to blender - mkay, lets do that...
6. start blender, press X key to delete the cube, then click on file and import OGRE.mesh, now select the barrel.MESH. - aaand here i'm stuck. there is no "OGRE" selection in my import tab and ive tried several guides, with several different version and I just can't get the OGRE thingy to appear! what am I doing wrong?!
I only want to use Blender to "convert" the models for use in TL and fixing the textures, since i will use sketchup to model the weapons...
I can of course see the uv map, but all the textures are mixed, and i dunno , for example how to assign a texture to a portion of the map, or just how to paint in the model with a texture to conform the texture map.
Anyways, i have also 3d studio max 9, but since i didnt find any complete tutorial for 3d studio max (and i dunno if 3d studio max 9 can import collada files) i discarded it. It is possible that with 3d studio max 9 all these steps will become easier??
How many polys is that? Looks like it might be a little high...
Mesh files contain link to skeleton file within. I believe I made Blender importer script and TL mesh viewer in way to no freak out (and crash) if something is not present (though, you should get warning in Blender console). But ideally skeleton file linked in mesh (in your case zealot2M.skeleton) should be present in same folder as mesh file.
what script are you using to import .mesh into blender ? is it this one? http://code.google.com/p/torchlight-to-blender/ ?