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SORT:: crashes 3D Studio Max

by Javier Otaegui · in Artist Corner · 10/02/2008 (8:39 am) · 8 replies

Our artists are having problem with using SORT::, the exporter crashes 3D Studio Max. I've tried setting up SORT::MAX_DEPTH=0, SORT::MAX_DEPTH=5 and the result is the same. Does anyone know of this issue, or what may I look into to fix it?

Here's the dump file, in case it's useful: http://pastebin.com/f698bb4f2

#1
10/02/2008 (9:01 am)
SORT simply doesn't work on skinned objects.
#2
10/02/2008 (9:02 am)
When the exporter sees the SORT:: flag it starts to massively subdivide the polygonal data on the mesh that its applied to. As such it is possible if you have a large polygon count model thats a bit complex to cause the exporter to bomb out!

It should also be noted that you should not SORT:: a mesh that has vertex deformation occuring on it (ie. Skin modifier manipulating the mesh via some bones). I am unsure if that is what is occuring here, but I see a lot of messages about weighting in your Dump file so its definately worth mentioning if that is the case.

Lastly. SORT:: is not a 100% fix for controlling the drawing order of transparent objects, it's more like a quick hack that can sometimes help fix small objects that have transparency. The best way to control the draw order of transparent objects is to manipulate the scene order of the objects. The logic here is that the exporter will read and export out the model data as it sees it in the 3D scene, so you can help coax it to read and export in the correct rendering order by controlling which mesh is first, second, third, etc. There are multiple ways to do this. If you are using pre 3DS Max 2008, you can do this by making a hierarchical link between the nodes, essentially layering a hierarchy from the inside outward. A second method is to select the mesh, group it, and then ungroup it, this will pop the node to the very end of the scene list. If you have access to 3DS Max 2008 or newer, you can simply use the scene explorer to manipulate the scene order of the objects to do the exact same thing.

I hope that helps. Its pretty high level stuff, but that's kind of what you are dealing with here :)

Logan
#3
10/02/2008 (10:00 am)
But the object is skinned, and if I do the hierarchical link thing, the exporter complains that "Skin found in "Object01" -- skin must be unlinked"...
#4
10/02/2008 (10:05 am)
Quote:It should also be noted that you should not SORT:: a mesh that has vertex deformation occuring on it (ie. Skin modifier manipulating the mesh via some bones).
#5
10/02/2008 (10:06 am)
Also you can adjust the hierarchy without actually attaching the whole mesh to to the DTS hierarchy. Just leave it on its own as it was and do the parent/child linkage there :)
#6
10/02/2008 (10:11 am)
@Logan: I'm talking about using the hierarchichal link between the nodes, and NOT using SORT::

This is a tornado (the example I'm working on, but we've had the same issue with other objects), and it has three layers on the "cone" of the tornado.. this is, three "concentrical" cones (bare with me here, please). They spin, and they should always be drawn in the same order (inner, middle, outer), but I can't find a way to force this
#7
10/06/2008 (6:30 am)
This is a screenshot of 3DSMax with the hieriarchy browser thingie open when I hit Export: Whole Shape. Maybe I'm explaining wrong what I'm doing.

Is there any settings needed in the exporter's config file, maybe?

Thanks for all the trying to help =)

i12.photobucket.com/albums/a240/Lacrymology/tornado.jpg
#8
10/15/2008 (8:04 am)
So no one has found any way to fix this? Or understood the problem exactly?