I have it working now - thanks KE
I did a clean install and chose the Direct3D graphics option - not sure if this was the issue but it might help if anyone else has the same problem.
p.s. How do you edit your posts on here?
I have it working now - thanks KE
I did a clean install and chose the Direct3D graphics option - not sure if this was the issue but it might help if anyone else has the same problem.
p.s. How do you edit your posts on here?
I have a problem with this script:
1)I have a model someone else made in 3ds Max, no bones or anything just the model.
I imported a game model with your script (no problems) and used/tied/skinned its skeleton to with my above model.
The exporter doesn't work!
The following error pops up:
In this bit of code:
And if I comment out the the "append parentindex_array 0" line a bit above, I get the same error except "... got undefined"
What am I doing wrong? And is there any (quick) way to rewrite the script to use the dedicated "bone" object 3ds max has for bones? (Because then I could use another exporter)
Never mind - I figured it out. I'm an idiot for not having seen sooner.![]()
When you select bones in 3ds Max, it shows them (in the skin modifier window) by alphabetical order - so the first bone in the list is (with index 1) "bone_abs". And according to the script, the first bone has to be the root "bone_pelvis". You can't select them all at once, you have to select one by one according to the right order
All the bones have to pretty much follow the hierarchy you get when importing an ms3d scene, as far as I can see and with the limited testing I've done. Changing the script to account for this wouldn't be too hard, I think, but since it isn't mine in the first place...
Here is the order if anyone needs it:
Code:For bone index 1, bone name is bone_pelvis For bone index 2, bone name is bone_rthigh For bone index 3, bone name is bone_rlowerleg For bone index 4, bone name is bone_rfoot For bone index 5, bone name is bone_abs For bone index 6, bone name is bone_torso For bone index 7, bone name is bone_head For bone index 8, bone name is bone_jaw For bone index 9, bone name is bone_eyebrow For bone index 10, bone name is bone_rclavical For bone index 11, bone name is bone_rupperarm For bone index 12, bone name is bone_relbow For bone index 13, bone name is bone_rhand For bone index 14, bone name is bone_lclavical For bone index 15, bone name is bone_lupperarm For bone index 16, bone name is bone_lelbow For bone index 17, bone name is bone_lhand For bone index 18, bone name is bone_lthigh For bone index 19, bone name is bone_llowerleg For bone index 20, bone name is bone_lfoot For bone index 21, bone name is bone_weapon01 For bone index 22, bone name is bone_weapon For bone index 23, bone name is bone_weapon02 For bone index 24, bone name is bone_weapon03 For bone index 25, bone name is bone_shield01 For bone index 26, bone name is bone_shield
Hi Tchouk,
You've got a gift for Max Script. The bone hierarchy for human
models is just as you've pulled it out. I'm not sure what your question
is but if you want to accomplish something and need a fix to the script
I can try and modify it. I'm interested in this because I'm trying to
incorporate the siege engine animations into the converter and they
have the .mesh bones out of order with the way the bones are done
in the .cas file animations. This has caused no end of confusion in the
coding but I think I've finally found one rational way of making the converter
work for all units. Send me a PM if you need a solution to a model/animation
problem I can look at.
Yes, the object chooser does show bones by alphabetical order but
thankfully when you access them in Max Script they're kept in the order
that you make the skeleton with; if that wasn't true I'd give up and hide
under a bedsheet.
Cheers,
KE
Thanks, KE, you flatter me!
But it's the first time I've opened the damn thing and I am mostly thoroughly lost.
For example: I get a CTD when the game loads the mesh file of my unit.
I did the following test: mesh (a vanilla one) -> ms3d (using your python script) -> then load it into 3ds Max, export it back to ms3d (without changing anything) and back into mesh (again, your scripts)
The game still crashes!
And I don't think it did before, although I'm not 100% sure.
It's driving me absolutely nuts.![]()
Hi Tchouk,
Tell me which vanilla mesh you did your test with. I'll try doing the same
thing and compare the back converted mesh file to the original to see where
it's getting bugged up.
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