I do know the other way that Skugg posted, but for me that causes the model to become flat shaded and all the faces are split.
Thanks

I prefer going into edit mode of the mesh and deleting all the vertices, since the mesh already has all the correct transforms and parenting.vanblam wrote:Question: When I start a new model do I just import an existing Grimrock 2 model and delete the stuff inside local_srt? ( When doing an animated model)
Then build my model with-in that?
I'm not certain of your exact circumstance, but the exporter does offer a transform Normal option that takes the game_matrix into account. Does this fix your issue?vanblam wrote:Odd when I export the model the normals are backwards... uggg.. I have to invert the normals every time, or when I'm done?

AFAIK the nodes should be centered relative to the zero x/y/z coordinates, unless you don't want the model to appear where the object is placed in the game.How do I get the nodes to be in the right location and rotation? I noticed that it does matter where they are and what rotation there in.
Or does the model "need" to have an animation file for the object to be set right( rest pose) in the game?

Careful! It may be the entire model that's backwards, not the normals. See the "What to do when this happens" part of this post (I hate to direct you to that same post again but it does deal with this issue).vanblam wrote:Odd when I export the model the normals are backwards... uggg.. I have to invert the normals every time, or when I'm done?
My fault for not elaborating on that...this is the reason I said it's easiest to make the nodes' origins match the corresponding bones' origin. Select the bone in edit mode and copy its origin location, rotation, and scale, then paste them on the node object in object mode.vanblam wrote:lol sorry, I have another question. How do I get the nodes to be in the right location and rotation? I noticed that it does matter where they are and what rotation there in.
No, rigged models work fine without an animation. For example, the giant gate in the standard assets (that appears at the entrance to Twigroot Forest and again at the entrances to the bog and cemetery) doesn't play an animation until it's opened.vanblam wrote:Or does the model "need" to have an animation file for the object to be set right( rest pose) in the game?
Ahh I see, the only problem is, you can really only get the exact location. Rotation and scale are hard to match if your bones are in an odd positions. I noticed the location you want to match is the "Head" of the bone, but the roll is the only thing I see for rotation, that's 1 out 3 possible rotations. Scale seems to be judged by the distance between the "head" and the "tail". Is there a different way to copy the complete origin of the bone?minmay wrote:Select the bone in edit mode and copy its origin location, rotation, and scale, then paste them on the node object in object mode.