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To hide them all from view hold down shift and select all the Complex top level boxes in the right hand panel, hit 'h' for hide.
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dae file in Blender you will see mainly large simple boxes, these are the parent container boxes for the complexes, the size is for illustration only and not important. Try and save regularly as a Blend file which will retain all your settings, in case you manage to export via Collada with settings that don't record all the necessary information! 'Geometry' should have 'Triangulate' selected, but ideally you will already have made sure the mesh is triangulated so you can deal with any issues generated! If you're trying to export an animation that doesn't actually move, like a base or idle pose, in the export settings for 'Anim' you need 'All keyed curves' selected. Under 'Anim' make sure you are on 'Matrix' and not 'Decomposed'. You will need to 'Save 3 Binary Files' to save your changes after importing items via Collada.ĭefault settings should do most things, but there are a few points to watch: If the end result of your edits has assigned objects to Complexes that aren't geographically related to them use the 'Reset Complex Blocks' button under 'World Edits' to reset things into CA style strict complex positioning. Complex 7 and Complex 7.001 (due to Blender's auto re-naming of copies) all the contents will end up in the same Complex. If you end up with two Complex parents with the same first number, e.g. If you leave the group names unchanged IWTE will assume they are meant to be the same objects and will retain all previous collision/effects/perimeter/main-object type information for them.Īdditional new objects should be children of a box with Complex and a number in the name. To delete all the objects in a complex use the original 'Delete Complex' button on the structures tab. If you delete ALL the objects from a complex IWTE will assume you did not want to amend that complex and will not delete the objects.
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If you delete some objects from a complex in Blender and re-load the file in IWTE those objects will be deleted. Please, try not to change too many things at one time! For import load (or keep loaded) the same 3 binaries and use the import button. world assets load the 3 binaries first and use one of the export options. The export/import menu for Collada is accessed as shown below. Some functions such as naming conventions for textures and animation groups may not work in Max and may require you to post-process files via Blender. dae files can also be imported into 3dsmax but the IWTE team are not directly supporting use in max. To return your changes to IWTE use the Export Collada (.dae) option in Blender. dae format which can be opened by 'Import Collada' in Blender as standard.
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