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Archangel35757

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Everything posted by Archangel35757

  1. In the latest beta script I sent you ( Rev. Q ) I don't get any errors anymore in Max8, 2011, 2013... however it seems the mesh skin weights are messed up-- being distorted when the animation plays... I will have to do more debugging later after the new year. It would help if you would save the skin weights to a .max file you know is weighted correctly (look in the skin modifier). Then export your Max scene, reset and then re-import that result using the maxscript-- then save those imported mesh skin weights to files so we can compare them to see what is going wrong.
  2. The error with the addmodifier (for the skin modifier) I suspect is due to the fact that I forgot to strip out the "DaVinci***bones." prefix from the object names in the SI_Envelope templates for dotXSI 3.x files from Raven. I only stripped out "MDL-" when processing the SI_Envelope templates in the script I sent you. I'll have to update the script... but as a quick hack until I can fix the script you could try using NotePad++ and search the root.xsi for all instances of "DaVinci***bones." prefix and delete the prefix and see if that resolves the failures-- it should. Also, the point helpers and animation should import just fine if you uncheck "Skin/Envelopes" option. I'll try and get it fixed on Christmas day.
  3. Some files import just fine while others appear to be more problematic... I think the problematic files are dotXSI 3.5 only... have you had any issues with dotXSI 3.0 files? Try this fix for the Quat failure... in setAnimation function change line to: _3dsMaxQuat = ( xsiAngles2Quat * tmX90 ) * (-1) ...so you're only working with JA's root.xsi file?
  4. So I just wanted to show a few pics to explain what I mean when I keep saying that the Softimage Co. dotXSI importer for 3ds Max 6 is not correct. This first image shows the JK skeleton as imported in 3ds Max 5 using Raven's importer plugin: Notice how the bone's origin axes (pivot) is displayed (red = X axis, green = Y axis, blue = Z axis)... Now look at the result from the Softimage Co. Max6 importer plugin: Now here is the result from my Maxscript dotXSI 3.x importer: As you can see the orientation for the bone's axes matches that of the Raven import result.
  5. I think it would be great to have the AT-ST properly scaled... plus add an animatable hatch and have a driver spawn and come out of hatch on certain death animations...
  6. I'm also getting errors with some of the NPC files somewhere within the SI_Envelope process of adding the skin modifier... but it worked just fine on the saber Droid. Will have to do more debugging.
  7. @@DT85 -- it is failing at this line in SetAnimation function (I get the same error in Max 2013): it's weird because the function transform <quat> <matrix3> is there in the Maxscript help for "Quat Values". Edit: I've posted a help thread in the cgtalk forums here ( http://forums.cgsociety.org/showthread.php?f=98&t=1243320 ) asking the Maxscript experts for help as to why this function is failing now in Max 2013 and Max 2014...
  8. Weird... is this error repeatable? Read the error message from bottom up to make more sense of it. At first glance it failed on the rotation section of setAnimation function. Because _3dsMaxQuat didn't get computed yet. I'll try it out in Max 2013...
  9. Recall that the Exporter requires frame 0 to be the root skin pose... so every animation has the root pose on frame 0 (because they always contain the Basepose transform templates). But the animation timeline always starts on Frame 1 (first frame of animation). So you don't see the root pose play when scrubbing timeline or playing the animation. Batch import imports each file and saves it as the same filename with .max extension. Inside 3dsMax the best thing to do would be to merge files or merge animation using a 1-for-1 bone mapping. A separate, independent script could be written to do what you want using the existing animation.cfg file to ensure proper file order.
  10. Mesh texture coordinates are now imported when TextureCoords import option is checked! Only mesh weights within SI_Envelope templates remain. I hope to have those done next week.
  11. Why would you need to do that? Carcass is fine now for processing files... ...unless you mean in regards to dotXSI exporting (I plan to make a 2015 Max plugin and eventually convert to Maxscript). Or you mean to port the dotXSI files to other 3D apps?
  12. @@Psyk0Sith -- recognize that model?
  13. All remaining templates for importing meshes are now complete: SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList (partially complete) SI_FCurve But I still need to do a bit of defensive scripting, as well as add support for mesh normals and UV texture coordinates (these features would be handled in the SI_TriangleList template (thus its partial status), and modify the SI_Envelope template import function to support dotXSI 3.x. Check it out... 3ds Max 8 SP3: ...in 3ds Max the materials are automatically applied to the meshes and added to the material editor. GMAX: ...in GMAX the materials are imported into the scene but are not yet added to the mesh objects (because it doesn't have a material editor like 3ds Max-- so it will take a little tweaking). Stay tuned...
  14. Just have him "rent" one. Was there a reason they landed so far away from his ho mestead? I like the idea of avoiding creatures... if you can come up with a proper predator... Edit: Actually the grave Tusken idea is plausible... from wookiepedia:
  15. Only 3 more templates to go (dealing with meshes): SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList SI_FCurve Check it out: Animation importing is now supported:
  16. Will the player be able to interact with a misc_model_ghoul (MMG)? I mean... suppose you use this to spawn (can you spawn an MMG?) a dead corpse (to replace the dead NPC at the moment its corpse disappears...) Then passing NPC's see static corpse and go into alert mode? Or player could walk up to static corpse and be prompted to "Pick up corpse" so you have to hide the body-- which would trigger a new anim to play on MMg corpse being carried etc.
  17. @@DT85 Can ragdoll physics be turned on and used for misc_model_ghoul?
  18. Fullname: Captain Orgasma Phasma (hat-tip to Game of Thrones sexuality)
  19. I will compile a Max 2015 exporter plugin... after that it would have to be by Maxscript. Tsvetan did write a dotXSI 1.x Maxscript exporter that could serve as a starting point. But I want to be done with tool-making and move on to modeling/texturing/rigging/animation.
  20. @@Vulcan -- I also have Vue xStream... maybe we should collaborate on a tutorial? Vue also has a free Personal learning Edition. @@KENNITHH -- you should also check out Terragen 3 (free) here: http://planetside.co.uk/products/terragen3
  21. Yeah, Kyle throwing an elbow to the face then grabbing them behind the head and pulling 'em down/forward for a few knees to the face!
  22. @@DT85 -- All Maxscript! So it will work in all versions of 3dsMax (Gmax may be slightly different).
  23. Only 4 more to go: SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList SI_FCurve Check it out:
  24. I really want to help with the Melee animations-- I plan to make some Jason Bourne Krav Maga style moves!
  25. Can you record and post a video of this awesome feature?
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