Game Development Community

export 3ds max to DTS problem

by Marc-Andre Parizeau · in Artist Corner · 08/12/2009 (4:21 pm) · 12 replies

HI to all,

I'm having a little problem when exporting my mesh to DTS and trying to see it in Showtool pro.

First of all, I'm using max 9 SP2. I have DoIt 0.9.0 and using to export the file "max2dtsExporter.dle"

I created my mesh, editable poly. I rigged it and everything (using doit). When I try to export it, it gave me an error:
"Assertion failed on skin object"

From one of the posts here in the forum that dated from 2007, It said that this happens because your mesh is editable poly and should be editable mesh. So I clicked on my mesh and selected editable mesh. It seemed to work. So I unmessDTS.exe my file and from there loaded it in showtool pro. Well I see the blue lines and yellow crosses but that's it.

So of course, I went back to max and took my original mesh and repeated all the steps but instead of clicking on editable poly, I clicked on editable mesh, rigged it and exported it (using doit 0.9.0 of course)
and I tried to export it but it still giving me this error and no matter what I do now, I always get this error.

What exactly am I doing wrong?

thanks for the help.

#1
08/12/2009 (5:03 pm)
Marc, send me the file plz.
#2
08/14/2009 (7:52 pm)
ok,
Each mesh is 17,636 triangles, bodymesh and the multires mesh , so you're total is above 35k for the 2 meshes.

afaik, the dts max-exporter mesh limit is around 9k per mesh, so split your model up into sections and remember to use editable meshes.
#3
08/17/2009 (11:02 pm)
Thank you for the help, I will try it out.
#4
08/17/2009 (11:41 pm)
Ok this might seem very obvious for some of you but I'm kind of new with 3ds max. I've tried searching the web to split my mesh into sections.

Can someone point me into the right direction on how to do this? (Tutorial or something that will explain how to do it.)

And how do I know how many triangles I have?

thanks,
#5
08/18/2009 (11:28 am)
The problem here is that you may need to re-rig sections. I have never tried to separate mesh sections while retaining rig/envelope data.
codeidol.com/graphics/3ds-max/Modifying-Sub-Objects/Editable-Mesh-Modifications/

The 3ds max bible books are great and cheap for their use.
#6
08/18/2009 (12:49 pm)
There are lots of tools to do this here are two of my more favorite ones:

Skin Wrap modifier is designed to push vertex influences from one mesh onto another (so in your case, make a copy of your normal mesh, split up the original into your parts and then use skin wrap as intended to reapply the deformation influences onto the verts).

Skin Tools utility is another great tool. Use it similarily as I mentioned with the Skin Wrap.
#7
08/18/2009 (10:56 pm)
thank you guys (eb and Logan) I will try it out and get back to you with the result.
#8
09/21/2009 (10:57 pm)
Sorry if it took me too long before replying... vacation time was up! :-)

I tried your option EB but to no avail. So I redid my mesh completely by making sure that I had it to editable mesh before rigging it and all.

The export worked fine but I still get the blue lines with the yellow "cross".

What I have;

Win XP SP3
3DS MAX SP2
DoIT 1.01b
Mesh
size: 668 kb
polys: 1300
tris : 1300
verts: 658

Used player.cfg file that comes in TGEA 1.8.1 (I also tried it with TorqueOrc.cfg which look the same but tried it anyways.)

What I did...

1. Created my mesh using editable poly and applied a single color material.
2. Once that was done, I changed it to editable mesh.
3. I clicked on Doit 1.01 (I have it embedded in my menu bar)
4. From there I clicked on "Nodes\Add kork compatible rig and nodes!"
5. I adjusted everything so that it moved properly. (Before adjusting the rig, I adjusted my mesh so that it would fit within the bounding box and the bip.)
6. I collapse the skin with the editable mesh.
7. I clicked on "LODme". The window appeared. Everything was ok there.
8. Then I exported the mesh to the same directory that has the ".max" file and the ".cfg" file. I didn't get an error. I verified the dump file and everything looked ok. The size of the ".dts" file was 3kb.
9. I unmeesed the file with unmessDTS and it gave me a 3kb file as well.
10. I opened showtool pro and loaded the root.dts file and there, I only get the blue line with the yellow "cross".


His there a setting in showtool pro that needs to be activated or something? Or am I doing something wrong with my steps?

thanks,

P.S. In the meantime, I will try Logan's suggestion.
#9
09/22/2009 (12:18 am)
!!! Do not collapse the skin modifier !!! ..Where did you learn to do that ?

Also, you would normally adjust the bounding box and BIP to your mesh AFTER scaling your mesh according to your game's needed scale. (Be sure to be in figure-mode while adjusting the bip size.)

#10
09/22/2009 (2:00 am)
For the collapse thing, I was told that when you apply a Unwrap UVW, for exemple, to collapse it. So I kind of assume to do the same with the skin modifier. Sorry for that, I will rectify it right away.

I tried adjusting the bounding box to my mesh but the box wouldn't scale.

I know it might be obvious to you guys, but I'm kinda new to all of this.

Anyways thanks for the tips, I am learning and that's the important thing.

I will get back to you soon with the results.
#11
09/22/2009 (2:23 am)
It works great now.

Thanks. Now I just have to figure out how to get it in the game... :-P

Again, thank you for the help.
#12
09/22/2009 (2:32 am)
No worries Marc..if you have questions, just ask. Don't be shy or feel awkward.

to scale the bounds:
1. select the bounds, right click it, select "object properties", uncheck "display as box".
2. have the bounds box selected, go to vertex edit mode, manipulate verts as needed. Exit vertex edit mode.
3. done.