no image description, spore
that export is kinda okay, texture resolution is bad and you need to discard the alpha channel, and it doesn't preserve any of the mesh deformation you do in game
spore collada export
okay, so, by replacing the material with a basic solid color one, it imports in threejs, which can then export to gltf, which blender can import properly
you then need to apply the imported pose as the resting pose because that's how spore does all scaling apparently
you now have a fully rigged model with a horrible skeleton that you can't use in anything, good luck remapping it
re: spore collada export
@ChlorideCull Yeah... Collada is a bit of a giant mess >,<
re: spore collada export
@Zauberin my favorite so far in trying to find a way to unfuck it so blender supports it, is threejs - it renders it properly, but breaks it again when exporting, no matter the format
re: spore collada export
@ChlorideCull oy >,<
unsolicited advice from someone who barely knows blender
re: unsolicited advice from someone who barely knows blender
@rats probably wouldn't help much, since blender back then didn't even support the file format this uses
I think it's just because it uses stuff nobody else uses
re: unsolicited advice from someone who barely knows blender
spore collada export
okay, so it's blender failing to read... something. Converting to FBX with the Autodesk FBX converter fixes some stuff, but the knee pads are still unscaled upon import. The FBX viewer in the converter shows it as scaled. Hm.