New Exporter Script Error
by Shane Simon · in Artist Corner · 08/21/2006 (5:07 pm) · 4 replies
Greetings - first time post from a long time lurker.
I am getting the following error when I export my character in MAX 8 using the new exporter (both DTS and DSQ's do this).

The model exported fine using the old exporter (which I deleted when I upgraded to the new one)...
Here is a snapshot of my character hierarchy:

I am getting the following error when I export my character in MAX 8 using the new exporter (both DTS and DSQ's do this).

The model exported fine using the old exporter (which I deleted when I upgraded to the new one)...
Here is a snapshot of my character hierarchy:

#2
The error goes away when I delete the mesh though... I thought it might be double faces or open edges, but the error pops up when I make a cube as well.
08/21/2006 (11:47 pm)
I have tried the Bip by itself, linked off the Base01 and off of the Start node... Same error happens on all.The error goes away when I delete the mesh though... I thought it might be double faces or open edges, but the error pops up when I make a cube as well.
#3
Another question is has the scene been saved or is it just a new scene in memory?
Ive seen issues where because the file path in maxscript is based off where the scene is saved to if the project has never been saved it will error like this.
08/22/2006 (9:07 am)
If you can send me a file that has the issue I can look into it. Also try exporting by going to file>export> path rather than using the buttons in the UI and see if that works.Another question is has the scene been saved or is it just a new scene in memory?
Ive seen issues where because the file path in maxscript is based off where the scene is saved to if the project has never been saved it will error like this.
#4
First, I exported the mesh from the original scene as a 3Ds and loaded it into a completely new MAX scene. Then I put a new biped in and loaded my .bip pose. Next, I loaded a new skin on and weighted all the vertexes.
I loaded up the Torque plugin, registered the details, linked the Bip to Base01 and exported. Tada - works now :D
Here are a couple of things I noticed... The error came right back when I copied my original detail settings from my old file (not the old style settings - the ones generated by the updated plugn). The problem did not appear however if I manually entered the info in via the plugin...
Also, I had to rename any Biped parts that ended in a number to get the mesh to show up properly in Showtools. If I left the names unchanged, I woul get a couple of extra detail levels with assorted Biped parts and no mesh in them. I was using a config file, but I noticed certain Biped parts did not appear in the Node list in MAX when I went to edit it...
I think my problems here may stem from the fact that my character has a full face rig, ponytail and all the fingers... If the fingers end in numbers, I will get a dump error complaining of multiple objects named the same ( usually on two digit names like Left finger44).
To get around this problem, I added A,B,C and D to the ends of the chained names and all is well.
08/23/2006 (11:04 pm)
Hey guys - got it fixed. I had to load my stuff into a fresh scene. I think the problem may be related to the fact that the MAX file I was using was well seasoned and seen many revisions over the past few months (and was used with the old exporter)... Here's what I did to stop the error:First, I exported the mesh from the original scene as a 3Ds and loaded it into a completely new MAX scene. Then I put a new biped in and loaded my .bip pose. Next, I loaded a new skin on and weighted all the vertexes.
I loaded up the Torque plugin, registered the details, linked the Bip to Base01 and exported. Tada - works now :D
Here are a couple of things I noticed... The error came right back when I copied my original detail settings from my old file (not the old style settings - the ones generated by the updated plugn). The problem did not appear however if I manually entered the info in via the plugin...
Also, I had to rename any Biped parts that ended in a number to get the mesh to show up properly in Showtools. If I left the names unchanged, I woul get a couple of extra detail levels with assorted Biped parts and no mesh in them. I was using a config file, but I noticed certain Biped parts did not appear in the Node list in MAX when I went to edit it...
I think my problems here may stem from the fact that my character has a full face rig, ponytail and all the fingers... If the fingers end in numbers, I will get a dump error complaining of multiple objects named the same ( usually on two digit names like Left finger44).
To get around this problem, I added A,B,C and D to the ends of the chained names and all is well.
Torque Owner Tim Colwill
However, shouldn't your Bip01 node be directly linked to your base01 node? As far as I know start01 should have no children nodes....?