Boothand Posted April 12, 2014 Share Posted April 12, 2014 Finally pulled myself together and did what remained to be done on my horse model, but some detours made me get out of the *flow* that I'm used to, and now after very much black magic tinkering with the Skin modifier in 3ds max, it still doesn't work. Here's the error it gives. @@Psyk0Sith, any ideas? Can you open Max 2011 files?https://dl.dropboxusercontent.com/u/58757568/Horseton8_UVEXP.maxhttps://dl.dropboxusercontent.com/u/58757568/Horseton8_UVEXP2.max I have two max files, one before I experimented with something. In this version it lets me export in the position it's in when you open the file, but if you highlight either the skin modifier or the Editable poly modifier, it snaps out of place, when you exit the highlighting, compared to the skeleton, and I have to do that for all the limbs, and move it and align it again. But that error. The second file, what I did was resetting every pivot point to 0,0,0 and moving them manually "in place" on eye-measure in Element mode (thus moving the mesh, not the pivot point). In the first file, the eyes_teeth model has a very different pivot point, around where the skeleton is, the rest of the model parts' pivot points are far out. That's what led me to using the same pivot point and aligning them after, but this is apparently not what's causing the error. (Using autolinker for the hierarchy) Link to comment
Archangel35757 Posted April 12, 2014 Share Posted April 12, 2014 Post a screenshot of your hierarchy in 3dsMax... looks like your bolts and meshes are not properly linked under mesh_root. You should have stupidtriangle_off under mesh_root and then all the meshes in a hierarchy under them. mesh_root>> stupidtriangle_off >>>> your mesh hierarchy ...also, you need to use "Affect Pivot Only" and move the mesh objects' pivot to [0,0,0] Link to comment
Tempust85 Posted April 12, 2014 Share Posted April 12, 2014 You don't need mesh_root, it does nothing. Link to comment
Boothand Posted April 12, 2014 Author Share Posted April 12, 2014 It seemed I had to rename eyes_teeth to head_eyes_teeth, and link it to the head. Then it compiled! Now I just need to redo the weighting after all, because it looks like it comes from the sewers... Tempust85 likes this Link to comment
Tempust85 Posted April 12, 2014 Share Posted April 12, 2014 It was the linking, the name doesn't affect anything. Link to comment
Boothand Posted April 12, 2014 Author Share Posted April 12, 2014 It was the linking, the name doesn't affect anything. Ah. I just followed what the old Spacemonkey tutorial said about naming extra parts (also kyle's eyes_mouth had done the same) Link to comment
ent Posted April 12, 2014 Share Posted April 12, 2014 Hey, guys. I bit offtop. Where can I find full bones hirarchy of JA models? With all child-parent connections? Link to comment
Tempust85 Posted April 12, 2014 Share Posted April 12, 2014 Open up any base JKA model in Modview, and expand the bones list. ent likes this Link to comment
ent Posted April 12, 2014 Share Posted April 12, 2014 Oh wow, it was so simple. Thank you, @DT85. Tempust85 likes this Link to comment
minilogoguy18 Posted April 13, 2014 Share Posted April 13, 2014 ^Remember that the heirarchy in game is NOT the same as all the skeleton files floating around for Softimage, Maya and max. This is explained loosely in my JA character animation tutorial. Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now