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Can someone test my MK8 Koopaling exports? =3
#1
Shocked 
Hey there =3

I had some issues with my first export which I couldn't reproduce, so I just re-exported the DAE out of Blender.

It would be great if someone can test it first before I spam up the moderator and validation section with it again (sorry @Peardian Cry ).
Suddenly, there were issues with the model being placed somewhere completely else than the skeleton, and that the eyes were still floating around weirdly (even though I fixed that manually before...).

Volunteers, please check this zip file of Iggy Koopa:

I test files mostly only with Blender and 3ds Max, it would be interesting to see buggy (or successful) results in other programs.
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#2
Ok, I've got a discussion with RatchetMario and here what she said why it can't be accepted

the latest format should be .dae or .obj
but .obj doesn't support rigging...
Don't judge me, but I'm a Nintendo fan and a PC user.
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#3
I know about that. DAE and OBJ/MTL is in it (my new upload now also contains OBJ/MTL, and I got rid of .blender since unwanted).

I'd more required someone to test my upload. Did it work for you?
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#4
(07-26-2015, 11:19 AM)Ray Koopa Wrote: I know about that. DAE and OBJ/MTL is in it (my new upload now also contains OBJ/MTL, and I got rid of .blender since unwanted).

I'd more required someone to test my upload. Did it work for you?

I tested it, and don't see what is wrong on it. Except I can't so far change the expression textures on Blender.

But if someone could also testing it, and accept the uploading, it would be great.
Don't judge me, but I'm a Nintendo fan and a PC user.
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#5
I tested it in blender, worked fine.
Maybe you could upload it the way the other models were?

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#6
Yep, my latest upload has also been tested successfully by the moderator. We are going to publish Iggy together with the other models shortly (uploading the others now too, fixed in the same way as my first Iggy fix).
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