Character Export from Max (schematic view set-up)
by Michael K. · in General Discussion · 09/23/2008 (7:34 am) · 4 replies
Hi,
i'm trying to export my characters from max and i am unfortunatly not successful.
Which objects am i suppose to connect in the schematic view so that i export the character connected to the bones (or vice versa). I have tried all sorts of different combinations... i have exported the bones and the character... but the bones are not connected to the character...
Here is my default schematic view without changes:
[IMG]http://up.picr.de/1334275.jpg[/IMG]
Thanks for any help!
i'm trying to export my characters from max and i am unfortunatly not successful.
Which objects am i suppose to connect in the schematic view so that i export the character connected to the bones (or vice versa). I have tried all sorts of different combinations... i have exported the bones and the character... but the bones are not connected to the character...
Here is my default schematic view without changes:
[IMG]http://up.picr.de/1334275.jpg[/IMG]
Thanks for any help!
#2
Kork is set up differently compared to the developer network resources. His object is called "bodymesh", although every resource i have now read said that the object name must be followed by a number for the LOD level that the object belongs to. And the "Bounds" and "Detail" are linked to "Bip01". The object "bodymesh" doesn't seem to be hooked up to the Bones at all??
09/23/2008 (8:40 am)
@apparatus: thank you. I already looked through the developer network resources - but i couldn't find something similar... i didn't think of looking at kork's player.max :-)Kork is set up differently compared to the developer network resources. His object is called "bodymesh", although every resource i have now read said that the object name must be followed by a number for the LOD level that the object belongs to. And the "Bounds" and "Detail" are linked to "Bip01". The object "bodymesh" doesn't seem to be hooked up to the Bones at all??
#3
Oh wow, that's not setup right at all. You should really do like Apparatus says and look at the sample files and the countless upon countless threads about this on the forums for a solution. But since you asked here is a quick rundown of why its not working...
- Character2 should be unlinked from the hierarchy since it uses the skin modifier. Sorry thats just how it has to fly with 3DS Max
- Bip01 should actually act as your scene root. Link Detail2 to it. Delete Base01 and Start01, when using a Biped it can take their place and act as the scene root marker.
09/23/2008 (8:48 am)
@MichaelOh wow, that's not setup right at all. You should really do like Apparatus says and look at the sample files and the countless upon countless threads about this on the forums for a solution. But since you asked here is a quick rundown of why its not working...
- Character2 should be unlinked from the hierarchy since it uses the skin modifier. Sorry thats just how it has to fly with 3DS Max
- Bip01 should actually act as your scene root. Link Detail2 to it. Delete Base01 and Start01, when using a Biped it can take their place and act as the scene root marker.
#4
09/23/2008 (9:57 am)
@Logan: thank you, i'll change the setup and look through the forums.
Torque 3D Owner Apparatus