Max2dts skinning results in the loss of the mesh
by SDSC ITEST · in Artist Corner · 08/08/2007 (5:34 pm) · 5 replies
Hello,
I've been quite successful exporting rigid models from 3ds to dts and playing with them in Torque. However now I'm moving onto skinned models and I'm having trouble getting it to work. I set my mesh as an Editable Mesh and the appropriate bones are assigned to the Skin modifier. I set all my standard dummy nodes and leave the skinned mesh unlinked. I also have a good .cfg file too and the dump file builds all the way without any interruptions.
After exporting it to .dts, I load it up in Show Tool and I only see the dummy objects and the skeleton without a mesh. I read a few problems with skin weights in the forums, but I should be able to at least see my mesh after exporting. Is there anything I need to add in the schematic view or in the skin modifier? Does anyone know of a good max2dts tutorial that also includes topics on skinning? Thanks!
I've been quite successful exporting rigid models from 3ds to dts and playing with them in Torque. However now I'm moving onto skinned models and I'm having trouble getting it to work. I set my mesh as an Editable Mesh and the appropriate bones are assigned to the Skin modifier. I set all my standard dummy nodes and leave the skinned mesh unlinked. I also have a good .cfg file too and the dump file builds all the way without any interruptions.
After exporting it to .dts, I load it up in Show Tool and I only see the dummy objects and the skeleton without a mesh. I read a few problems with skin weights in the forums, but I should be able to at least see my mesh after exporting. Is there anything I need to add in the schematic view or in the skin modifier? Does anyone know of a good max2dts tutorial that also includes topics on skinning? Thanks!
#2
I keep on trying other things like using a simple box mesh and attaching it to the bones. Sure the envelopes are off but all vertexes are covered (since I didn't receive an assertion error). Still, no mesh appears in ShowTool (the anger sharks are swimming...).
Any other tips would be great since I've been stuck on this for almost a week. Thanks.
Using 3ds 9.0.
08/13/2007 (3:46 pm)
Thanks Peter. I remember looking at that site before and I read through the other problems and made sure mine was correct. However I don't seem a topic that directly applies to my case (I'm still digging through posts though...). I keep on trying other things like using a simple box mesh and attaching it to the bones. Sure the envelopes are off but all vertexes are covered (since I didn't receive an assertion error). Still, no mesh appears in ShowTool (the anger sharks are swimming...).
Any other tips would be great since I've been stuck on this for almost a week. Thanks.
Using 3ds 9.0.
#3
Another question...when attaching segments of a mesh to a bone there must be a trailing number that matches the detail node. So if you only have a detail32 dummy, all of your meshes must have that trailing "32" at the end of them.
However, when using the skin modifier it must remain unlinked from the skeleton. Thus I never see a trailing number following the mesh name. This is what my current setup is now. However everything exports and shows up in Show Tool but with no mesh. When I do put a trailing number, 3ds crashes...
Should I just try to go back to Physique and use that Discreet plugin to convert than working with skin modifiers? I'm desperate for any help.
08/14/2007 (2:17 pm)
I'm surprised that there isn't any in depth skinning tutorials after seeing how many skin discussions there are on these forums. Still no luck getting the mesh to export with the skeleton. Another question...when attaching segments of a mesh to a bone there must be a trailing number that matches the detail node. So if you only have a detail32 dummy, all of your meshes must have that trailing "32" at the end of them.
However, when using the skin modifier it must remain unlinked from the skeleton. Thus I never see a trailing number following the mesh name. This is what my current setup is now. However everything exports and shows up in Show Tool but with no mesh. When I do put a trailing number, 3ds crashes...
Should I just try to go back to Physique and use that Discreet plugin to convert than working with skin modifiers? I'm desperate for any help.
#4
Now manual for characters is a hassle and a half... Linking to bones its fine.. but with skinning a character you have to skin each LOD seperately... pain in the ass.
Try this guide instead:
http://tork.beffy.de/tutorials/modelling/max_character_export.php
08/14/2007 (2:48 pm)
If your doing auto LOD you leave no trail number. If your doing manual LOD you do.Now manual for characters is a hassle and a half... Linking to bones its fine.. but with skinning a character you have to skin each LOD seperately... pain in the ass.
Try this guide instead:
http://tork.beffy.de/tutorials/modelling/max_character_export.php
#5
09/05/2007 (12:29 pm)
Thanks Barray. That link plus other advice from the forum helped make things work. Advice to anyone else, make sure to use the "STL check" modifier on your mesh to check for any errors before attempting any dts exporting; especially if the model was imported from somewhere else. Thanks!
Torque 3D Owner Peter Pedersen
Wandering Willow
http://www.garagegames.com/docs/tge/general/ch08s08.php
And try to put a search out on the forums.
-Beware, it may take loads of time to read trough the forums, but it pays off in the end...