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Found 20 results

  1. Hello, everybody. I have a small problem with my .fbx models in Leadwerks tree hierarchy. For general understanding. I create most of my models either with the program kHED or Milkshape, whereby I mostly add textures to the models created in Milkshape in kHED. I have the possibility to export .fbx models in kHED, but Leadwerks reports an "Unknown chunk in model file" error during import. Therefore I use Blender. In kHED I save the model as .obj file, import it into Blender and export it as .fbx file. Reading and further processing in Leadwerks is no problem. However, I noticed
  2. I modelled a gun with basic animations in blender, and i want to put the gun with its animations into leadwerks, but when i export it as an fbx, no matter what export settings i pick, the animations for the .mdl (in the model editor) show nothing, its just empty, any ideas how to fix this? im kind of new to both programs.
  3. I have been making a bunch of models in blender with Leadwerks that have animation, and I export them as .FBX and then use drag and drop to import then and it all works perfectly fine, no errors, i can open them up and look at them (after scaling them down) and it's fine, except the animation isn't included. I already made sure in the export options in blender that the "include animation" box was checked and the animation still does not show up. It says it has no animation at all. Help is appreciated very much and thank you.
  4. Hello Friends I am encountering problems in applying the script " MonsterAI.lua " My character has 4 basic animations, I followed exactly all settings using the models Leadwerks " crawler " , however my character does not run animations , performing only 2, Stopped and Killed when I throw it. I searched the forum some solutions and have not had success , if someone can help me I thank you ! attached photo of my model and the settings I'm doing
  5. I looked in the previous post a solution to this , but not found . My problem is this , I created a simple model in Autodesk 3dsmax it contains a simple animation , saved as FBX animation , however this animation is not loaded in Leadwerks , what is happening ? The link to solution of the problem leads to import and animation of a model with a larger sequence of animation. My model is simple and Leadwerks model editor does not appear the animation created in 3dsmax . Excuse my English , use the Google translator, thank you! vento_animated.FBX
  6. Hello people, First sorry if the topic this duplicated, but sought some help and found , modeled some models in 3D, i created ZIP and tried to charge for Steam Workshop , but gave the following error. " Error : m_SubmitItemUpdateResult = 8" What am I doing wrong?? Thank you!
  7. I did a search could not find anything close or I may be using the wrong search terms. I read Leadwerks only uses FBX Import is that correct or is there also a obj or model format pipeline? I'm currently using Maya Lt. Thanks!
  8. I have been hanging on this bug for some time, but now I found it. Basically its when you pick a box that is originally imported as a child from an fbx object, it wont be pickable. I have made a short video on this: https://youtu.be/Pn5is60p8rI
  9. (I already created a discussion in Steam about that and there they asked me to create a thread in this forum including the files so everybody could try at their own.) Hey People, after a few days I run into something that didnt work as I wanted. My problem: I created some models (not a simple cube) in Blender/Cinema4D and painted them (via unwarp in Blender/via 3D-Bodypaint in C4D). I saved the models as .FBX and the textures as .JPG. When I imported them into Leadwerks everything was fine but as I tryied to texture my own objects with my own textures the textures were comletl
  10. Well, I've bought the model, but animations did by myself. I think I cannot just post this model on forums. I'm gonna try to say what's wrong. I have a model. Here: As you can see - all vertex are assigned and animations works fine: File is in .fbx format: After importing fbx again in my editor (MilkShape 3D 1.8.5 beta2) - Everything is fine. LeadWerks automatically see .fbx file as .mdl Here we go to Edit mode in Leadwerks. As you can see - editor can see there are 17 frames. I'd made "Extract" Run animation to see if it helps - but no. Always I us
  11. Hi. I want to know if it's possible to get leadwerks to do this automatically when an fbx is imported: look for embedded or referenced materials/textures (does not seem to work by default) set scaling for the model to 1.01 units to 10.1 cm show up correctly when inspected in preview tool I'm using autocad 2015 to make the models and materialize/texture them but it's awkward to import them. Thanks in advance.
  12. I am not able to import the the attached sample model with two animation (named MoveIt and MoveItAgain). Other engines i have tried do not have any proble with the file. The FBX format isa 2013 but i have tried it with all version down to 2009. The model and the animations were made and exported with Modo 901 Indie. Any ideas what the problem is? Any help is appreciated! test_7.fbx
  13. Hello! I have created animation in cinema 4d. Then i have inported id into fbxm and put this into Leadwerks. But when i opened animation into leadwerks it doesnt woked, i saw only model. How can i fix that?
  14. Hello Leadwerks Forum, I'm new here and I am aware that animations in fbx have been discussed ( a lot ) before in several threads but all the topics I found are not directly related to my problem. Trying and testing around for two days now makes me feel that I won't find an answer by myself. I am using Softimage 2015 to create rigs and animations for models that I want to import to Leadwerks (3.4 Indie Version) . First I create a rig with bones for animating my mesh. Then I create a shadow rig (just null objects) and then envelope and weight the mesh to this shadow rig. After animating
  15. Hi, I'm in the process of importing a bunch of .fbx models into Leadwerks, and while almost all the models imported just fine, there are a set of .fbx models that import as black models (in the asset window), and have no preview image when I actually open up the model editor. I've tried changing the .mat on the model to different (working) .mats with no changes. I've tried re-exporting the fbx's from Maya with nothing attached, and still no luck. Has anyone else run into this problem?
  16. Hello everyone, I've got a problem using a Mixamo animated model in Leadwerks. The model is correctly exported in FBX and after imported in Leadwerks, however the engine can't find the textures and the animations don't work.. I'm using a TPS template and the character stays still in T position, even if it is correctly moving forward and backword on my key input. How can I activate the animations using key input? Thank you !
  17. Hello! I am new to Leadwerks, but not new to the world of enthusiast game development. Leadwerks has caught my attention, and I have purchased the indie edition and hope to start developing games soon! That said, I have some questions I would like help with. 1) Whats the best way to export from Blender 2.69 to Leadwerks? Using OBJ to GMF, or using FBX? I will eventually need animation (and possibly physics) data for some items, and OBJ can't do that as far as I know. 2) How can one resize GUI elements inside the Leadwerks editor? I can't seem to resize anything inside the editor. 3) How
  18. Hi Folks, I have set up a very basic animated model in C4D (R15 in my case) and exported to fbx. It is just a cube spinning on a platform (no rigging or whatnot). Upon LW import, the animation does not show up, tho. It imports well into UU3D and others. The fbx can be found here: http://www.mikoweb.eu/tmp/LW_Testmodel.zip Anyone got such animation into LW directly from C4D (R15 in my case)? (I know I could/should try using e.g. UU3D or Blender as "middleware", but would love to get it in directly...) Thanks for your comments.
  19. Hello there, I'm working with Leadwerks in these days and I think it's a really good game engine. However - as I've seen in other post here - there are some problems not importing the fbx files but apply them the collision physics. For example, I've created a house in 3ds max, I've exported it in FBX then I imported in Leadwerks in Prefab directory. Then I used collision type Scene and checked Nav obstacle. The problem is that the collision take a great area, more than the real size of the house. In addition, I can't give to the model a selective collision type (e.g. windows vs walls). Whe
  20. Hi. I would like to suggest to ship an x/dbo to fbx converter with Leadwerks out of the box. This way, Leadwerks users could easily import FPS Creator models to use them in Leadwerks. TGC has released tons of 3D models to use with FPS Creator and more and better quality is coming with Reloaded . I think an officially supported converter can be useful. We can already easily convert FPSC models to use them in Leadwerks 3 by using Ultimate Unwrap 3D but it cost money, and also no guarantee it going to be developed and going to convert FPSC models to fbx with no glitches forever. So, I think an of
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