Now, here's the code that I believe is causing the problem. When I load the plain object .xml in Pheonix, it shows up fine. But when I load the
character.xml (fox_char.xml) it spits out that great error message: Abort Load:Generic type not recognized.
Code: Select all
<?xml version="1.0" ?>
<character>
<appearance obj_path = "Data/Custom/Korban3/Characters/Objects/fox.xml"
skeleton = "Data/Skeletons/r_fox.xml"/>
<animations idle = "Data/Animations/r_idle.xml"
jump = "Data/Animations/r_jump.xml"
roll = "Data/Animations/r_roll.xml"
movement = "Data/Animations/r_movement.xml"
wall = "Data/Animations/r_wall.xml"
ledge = "Data/Animations/r_ledge.anm"
medrightblock = "Data/Animations/r_activeblockmedright.anm"
medleftblock = "Data/Animations/r_activeblockmedleft.anm"
highrightblock = "Data/Animations/r_activeblockhighright.anm"
highleftblock = "Data/Animations/r_activeblockhighleft.anm"
lowrightblock = "Data/Animations/r_activeblocklowright.anm"
lowleftblock = "Data/Animations/r_activeblocklowleft.anm"/>
<attacks moving_close = "Data/Attacks/haymaker.xml"
stationary_close = "Data/Attacks/thrustpunch.xml"
moving = "Data/Attacks/rightcross.xml"
stationary = "Data/Attacks/jab.xml"
moving_low = "Data/Attacks/soccerkick.xml"
low = "Data/Attacks/sweep.xml"
air = "Data/Attacks/legcannon.xml" />
</character>
Now, the setup is thus: The first line contains the path for fox.xml, which works fine when spawned in the brower, so I conclude that that's not the issue. The next line is where I think the issue arrises, as the rest of the code is identical to rabbot's
character .xml.
The skeleton that is used is where I believe my issue lies: It's the same skeleton used for Robbert. I've been wholey unable to the get the import/export phxbn scripts to run in Blender 2.8. There's no errors, I just can't get them to open a load/save window or to install into the addons. So I atuo-rigged my object to the gaurd rig, and used it in the
character script with the vertex groups intact.
So what I need to know is either how to rig a
new character to an old skeleton, or how to export my own phxbn files into the engine, which I speculate may repair my conundrum. Until then, I'm gonna work on that crappy texture, even though I suck at texturing, and even worse at picking good UV seams so that I've got something more to show.