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trying to export .dae files for some uploads- upon importing the newly exported .dae files to blender in order to test them, they turn out like this (the model that's not selected is there to show what it's supposed to look like).

[Image: image.png]

the bones look to be mostly in the correct position, but all the meshes (except for the hair mesh) have flopped over. i've tried changing the global orientation settings on the export menu to many different combinations of forward and up axes (see image below) but nothing is looking right. the position shown above is the closest i've gotten to getting it right.

[Image: image.png] (the combination shown is just the most recent one i've tried out and it gave me the result above)

still pretty new to ripping models, so i'm not sure what else to try. any suggestions?
If you would provide the model for people to test the issue with, you'd be more likely to get a response since there is no way to know what is wrong otherwise

Here's what I'd try:

1. Import the original model (in whatever format it is).

2. Delete the empties (the cross things).

3. If parts of the model get rotated after deleting the empties, rotate them back into position. DON'T do it manually, you can rotate stuff specifically by pressing R (Rotate), X/Y/Z (Axis), # (in degrees). In your screenshot you would have to rotate those model parts by 90 degrees in the x axis to put them back in the right orientation (R, X, 90).

4. Once everything is in the right orientation, select everything (A), press CTRL + A, then select "All Transforms" to zero out all transformations.

5. You should then do anything else that needs to be done, then export .DAE, and it should be rotated correctly.
(05-27-2023, 08:33 PM)Jasper7438 Wrote: [ -> ]If you would provide the model for people to test the issue with, you'd be more likely to get a response since there is no way to know what is wrong otherwise

Here's what I'd try:

1. Import the original model (in whatever format it is).

2. Delete the empties (the cross things).

3. If parts of the model get rotated after deleting the empties, rotate them back into position. DON'T do it manually, you can rotate stuff specifically by pressing R (Rotate), X/Y/Z (Axis), # (in degrees). In your screenshot you would have to rotate those model parts by 90 degrees in the x axis to put them back in the right orientation (R, X, 90).

4. Once everything is in the right orientation, select everything (A), press CTRL + A, then select "All Transforms" to zero out all transformations.

5. You should then do anything else that needs to be done, then export .DAE, and it should be rotated correctly.

sorry, that's my bad! i followed all of your steps and something still seems to be wrong. it's also doing something strange with the meshes, where it will put all of them in one sub-hierarchy(?) like so:

[Image: YwRhXJt.png]

where as in the .blend file i exported from, it's organized like this:

[Image: LhJvmUW.png]

not sure if that's something .dae files usually do or not. i will attach the model file this time, sorry about not doing that before Sweatdrop

edit: ...or not. here, i'll attach a link instead: https://www.mediafire.com/file/hmsef3g86...e.zip/file
I'm guessing you took all the model part armatures, parented them together, then tried to export as .DAE. Do not do this.

If the model is made up of multiple models with their own armatures, then you should submit them as such.

For instance, it looks like there are 4 models making up this Meiko module, the body / hands / face / hair. So your submission should look like this.

[Image: attachment.php?aid=15245]
You will have to import each model part and save them each as .DAE and .FBX.

The end user will have to manually parent the armatures together themselves, but it prevents any issues that would be causes by trying to export a model that has multiple armatures attached.

Remember to use the model checker to detect problems in your .OBJ and .DAE models that could result in rejection: https://www.models-resource.com/page/modelchecker/


As a bonus, you could include a combined version of the model that has all the model parts and only one combined armature. In that case you would have to combine all of the armatures and manually fix the bone parenting. Including a combined model is not required.

PS: You should include the original model(s) in addition to the broken exported model(s) in your downloads.
ok! im much more familiar with .fbx than i am with .dae so i'm very much still learning how things work hjgsd i'll give it a try, thank you!