Collada Import-- Bones not deforming Mesh

First: allow me to apologize if any of the technical names of the processes of animating a figure; I’m still a bit new at this :slight_smile:

I have a simple figure, exported from Daz as a dae, then imported into Blender 2.49 as dae. The bones are there, the mesh is there. There is also an armature modifier already attached to the figure. When the figure is checked in weight paint mode, each part is appropriately mapped to the correct bone.

HOWEVER… When posing the skeleton, the mesh does not move with it. I’ve tried different settings on the modifier, tried applying the modifier, tried parenting with both bone-heat and envelopes… nothing. The skeleton works fine, but does not affect the mesh.

Anyone got any ideas? I’ve tried searching through this forum, but all I could find were questions about maintaining mobility post-Blender…

Lastly… I know it is somehow possible to import a dae with working bones, at least in 2.5, as I saw a video demonstration… Unfortunately, no info was given on said video. Thanks, and so long.

I haven’t run into that exact problem myself, but I might be able to figure something out if you posted the blend.

Shall do… Um… How exactly do you do that?

“Go Advanced”

Manage Attachments (at the bottom of the box)

If it’s too big, you might have to zip or RAR it first/

Okay, not uploading .blend after all, as I’ve solved the problem… Sorta…

Apparently, the model WAS rigged. However, the mesh did not move with the skeleton in real-time. It first had to be either rendered, or jumped in and out of edit mode to update. Picture below…

Which leads me to a whole other problem… So, new question: Does anyone know how I might be able to fix the texture (it loooks fine in 3D mode) or should I start a new thread in the appropriate super-forum?