since i use the Windows 7 Release Candidate (at the moment i don't want to update ) the Exporter for Cinema 4D R 10 doesn't work. I always get this warning.
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Zitat von Kerrax
I've compiled my plugins for Cinema 4D Release 10. See the project page: http://krximpexp.sourceforge.net
for download links. I tested it with Cinema 4D R10.5
That's how I originally had it written, but then I was getting vertex out of range errors.
It's possible it was old bug in my plugins. In any case I've fixed it already.
Zitat von Call It Karma
since i use the Windows 7 Release Candidate (at the moment i don't want to update ) the Exporter for Cinema 4D R 10 doesn't work. I always get this warning.
I have not Windows 7 yet, and I have not tested my plugins with it. So I can give general hints only. Ensure folder "C:\Program Files\MAXON\Cinema 4D R10\prefs" exists. Ensure read/write access to files in this folder is permitted.
Zitat von Ken Suyoko
i can export the model.. and the animation..
but i dont know how i should export a morph-mesh animation.. any ideas?
I have uploaded a new version of my plugins today (There was a small bug with exporting morph animations from 3ds max). And see a picture attached to this post.
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I have a problem with importing Asc-Files. I use Cinema 4d R10, i have the new updates and the Visual C++ 2008 Runtime. I can import Asc Files, which contain only the Mesh. For example "ZOM_BODY.ASC". But when I try to import an Asc-File whith the Animation(ZOM_DEAD_A01.ASC for example) and to merge it with the Mesh, Cinema 4d freezes and nothing happens. Any idea where the problem is?
Where have you got these zombie's asc files from?
I have file "zom_attackmove_m01.asc" from Gothic I but it's size is 70427 bytes, and your asc file's (on screenshot) size is 160570 bytes.
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Zitat von Kerrax
Where have you got these zombie's asc files from?
I have file "zom_attackmove_m01.asc" from Gothic I but it's size is 70427 bytes, and your asc file's (on screenshot) size is 160570 bytes.
Gothic 1 and Gothic 2 don't contain asc files, they contain mdh, msb, man, and other compiled files. I've decompiled zombie.msb (from G2 now) with GothicSourcer V3.14 and I've got file "ZOM_ATTACKMOVE_M01.ASC" which has 70427 bytes of size. Can you upload your files "ZOM_BODY.ASC" and "ZOM_ATTACKMOVE_M01.ASC"?
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Zitat von Kerrax
Gothic 1 and Gothic 2 don't contain asc files, they contain mdh, msb, man, and other compiled files. I've decompiled zombie.msb (from G2 now) with GothicSourcer V3.14 and I've got file "ZOM_ATTACKMOVE_M01.ASC" which has 70427 bytes of size. Can you upload your files "ZOM_BODY.ASC" and "ZOM_ATTACKMOVE_M01.ASC"?
Ok the problem was because of the GothicSourcer. I used V2.4(i dont know why) and know I downloaded V3.1 and it works! Thank you very much for your help.
I have not Windows 7 yet, and I have not tested my plugins with it. So I can give general hints only. Ensure folder "C:\Program Files\MAXON\Cinema 4D R10\prefs" exists. Ensure read/write access to files in this folder is permitted.
Hi Kerrax,
the folder is completely empty. So, i guess... this is the problem. But reinstalling the exporter didn't solve the problem.
the folder is completely empty. So, i guess... this is the problem.
The exporter creates and writes file "KrxImpExpDlgInput.bin" at the beginning, then opens and reads the file. In your case the exporter has not created the file for some reason. Check access rights: try to create and edit any file (a text file with notepad, for example) in folder "C:\Program Files\MAXON\Cinema 4D R10\prefs".
Hi,
A long time I´ve problems with the collision of new created mobs(interactive objects).
Ingame there´s no collision, but the attribute of collision is on true.
So, Kerrax, could you find the problem and fix it?
It would be very fine
A long time I´ve problems with the collision of new created mobs(interactive objects).
Ingame there´s no collision, but the attribute of collision is on true.
So, Kerrax, could you find the problem and fix it?
I think your mob's mesh is "irregular". I mean it contains open edges, or duplicated edges/vertices/faces, or isolated vertices (vertices which are not used in faces) and so on. If you use 3ds max then you can use the "STL check" modifier to understand what's the problem.
@Call It Karma:
the folder is completely empty. So, i guess... this is the problem. But reinstalling the exporter didn't solve the problem.
If it doesn't work yet try to reinstall Cinema 4D (and my plugins, of course) to another folder. Do you have administration privilegies on your computer?
@Golden Age:
I think your mob's mesh is "irregular". I mean it contains open edges, or duplicated edges/vertices/faces, or isolated vertices (vertices which are not used in faces) and so on. If you use 3ds max then you can use the "STL check" modifier to understand what's the problem.
I´ve used the "STL check"-modifier, but there are no errors founded.
Once I tried to export the mesh just with one Bone and ingame there was a right collision. But if I use more than one bone in the mesh it doesn´t goes.
And another Question. Is it possible to create a plugin which imports Zen-files with Vobs? This feature would help very much for rendering videos in 3ds max or other programs.
I´ve used the "STL check"-modifier, but there are no errors founded.
Once I tried to export the mesh just with one Bone and ingame there was a right collision. But if I use more than one bone in the mesh it doesn´t goes.
If the problem is actual for you today, can you send me the mesh to allow me to test it by myself?
And another Question. Is it possible to create a plugin which imports Zen-files with Vobs? This feature would help very much for rendering videos in 3ds max or other programs.
Looker (a Gothic fan from our russian forum) is working on it.
LogFix:
Fixed import/export of ASC-files, other changes have been made. Importer ASC-file now creates layers: "Bones", "Slots", "Meshes". This is done in order to be able to easily enable/disable display of all the bones at once, etc.
Fixed bug with incorrect import of mesh - the monster - namely, the received ASC-file was not properly configured Physique, the rear half of the body in general, the monster entirely consisted of "blue" points (not tied), and links the bones were placed in strange ways.
Fixed bug in exporting associated with the animation of the second layer, (uncover weapons on the run).
Wow! Wonderful
The best importer I have ever seen. Looks very good and the new Settings (Do not know how old they are, but for me they are new) are so convenient!