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Thread: some simple issues to be considered when using .cas extrctor

  1. #1
    Member Member Moooul's Avatar
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    Default some simple issues to be considered when using .cas extrctor

    hello everybody,

    this is my first (right postioned) post in the scriptorium. i wrote it because i experianced several problems when i first tried to export a unit.
    many people helped me a lot. so here is what i got:

    -first make sure u got all the programs needed.
    -these are: 3d studio max 6.0 (i tried 5.0 for month till i got the point :-)
    -newest version of the .cas extrctor (maxscript to be positioned in /script folder of 3dsm)

    -check following in the controll bar at the right:
    -all vertices weighted to one bone, and only one bone?
    -uvw mapping has to be "collapsed to" (so u can't see it anymore)
    -it is important to link weapons and shield properly to right/left hand bone!
    -check ur schematic view there has to be only ONE "body" element besides the "scene root"

    thats it so far if u got something interesting or useful links plz post.
    "we are our own frontier, cross ist"

  2. #2
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: some simple issues to be considered when using .cas extrctor

    Any idea why it doesn't work on 3DS Max 7 Trial version?!

    The CAS extractor....latest one....
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  3. #3
    Member Member Moooul's Avatar
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    Default Re: some simple issues to be considered when using .cas extrctor

    nope no idea. i do not have any knowledge about maxscript so i can't say whats the matter. it seems to be only working with max 6.0
    "we are our own frontier, cross ist"

  4. #4

    Default Re: some simple issues to be considered when using .cas extrctor

    Moooul, please check your PMs

  5. #5
    Arbeit macht fleisch Member ScionTheWorm's Avatar
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    Default Re: some simple issues to be considered when using .cas extrctor

    Uvw do not have to be collapsed to. It just has to be beneath the Skin modifier in the stack.

    Also, I would like to add:
    - Watch out for merging another object, there might follow some duplicates of bones, if not all. Open what your merging into your scene and delete all bones - this way you'll have to reweight, but you won't have duplicates.

    For testing out your weights, select a bone, go to Motion (wheel on right toolbar), Create key: Rotation, and rotate the bone in some directions. This is how it will work in-game. Undo after, or if you screw up, click Rotation (under create key) and in Euler parameters, choose X, and set Value to 0,0. Do this for Y and Z too. This is very helpful for custom cloaks

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