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Very nice, thank you!
But there´s an error in exporting morphmeshes. If I export a sphere in max which is very big, ingame the same sphere is very small.
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ist this version compatible to blender?
"Das erinnert doch sehr erfreulich an das, was man sich als Gothicfan wünscht!"
-Korallenkette
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I think this is the new version for blender.
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I would be pleased if you could develope an im- and exporter for .max data for blender. I want to make armors in blender, but it's very compicated without gmax >.<
"Das erinnert doch sehr erfreulich an das, was man sich als Gothicfan wünscht!"
-Korallenkette
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Zitat von Golden Age
But there´s an error in exporting morphmeshes. If I export a sphere in max which is very big, ingame the same sphere is very small.
We discussed the issue, and participants tend that this is not a bug.
It is possible to understand, then exported to 3ds, right? They need to look at the situation, and when exporting to choose either the preservation of local coordinates, or "global" (or "world", as there ...).
Sometimes when you export the new weapons have to be put "world" coordinates, because when the local was exactly as stated in your problem: Item remained equally small.
To ensure that the objects were exported correctly, in one scene you want to import the "standard" object of the game and "change." Properly export, imported in one scene objects will be correct size.
MfG MaGoth, WoG.ru-Community.
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Zitat von Assasine91
I would be pleased if you could develope an im- and exporter for .max data for blender. I want to make armors in blender, but it's very compicated without gmax >.<
Why don't you use just gmax OR Blender OR max? There is an asc exporter for all of them. You could also import/export the mesh as 3ds file to exchange your mesh between the programs. Creating a .max importer for blender would be almost impossible especially when it comes to modifiers and animations because both programs have totally different objects and different behavior. An 1:1 exchange of native 3D app scenes IS impossible as long as the programs don't use 100% the same implementations with 100% the same behavior which would make them almost 100% the same application.
Even autodesc apps such as Softimage, Maya and 3ds Max are totally different.
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Zitat von Golden Age
But there´s an error in exporting morphmeshes. If I export a sphere in max which is very big, ingame the same sphere is very small.
I guess this problem caused because you scaled your mesh as whole object (that is not recommended - scaling of meshes' vertices is more preferably than scaling of a whole object).
Now I see two solutions:
1) Try to experiment with scale coefficient (it can be modified from the export dialog). This is safe solution.
2) Create an empty mesh (mesh without vertices and faces) and attach your mesh to this empty mesh. Then export the resulting mesh. However animation keys can be losted if you have animated your mesh already.
Zitat von MaGoth
It is possible to understand, then exported to 3ds, right?
Golden Age has written "exporting morphmeshes". So I think he is exporting to asc. But my solutions can be used for 3ds too if anyone will get the same troubles with 3ds.
Zitat von Assasine91
I would be pleased if you could develope an im- and exporter for .max data for blender. I want to make armors in blender, but it's very compicated without gmax >.<
It's big more complicated to create im- and exporter for .max data for blender. And it's not interesting for me, sorry...
Any of the four 3d editors (3ds max, cinema 4d, blender, gmax) can be used for any Gothic modelling operation. IMHO 3ds max is the best and gmax is the worst from this list. I think blender is more suitable for animation of characters than gmax.
Geändert von Kerrax (18.01.2010 um 21:37 Uhr)
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Zitat von Diegos rechte Hand
I have the problem that when I try to import/export in/out gmax. That it crash with the error: "Could not open file for read. File Path: C:\Programme\gmax\PlugCFG\krximpexpdlgoutput.bin"
Have you seen my plugin's dialog window before this crash? Were there other errors?
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gmax
Zitat von Kerrax
Have you seen my plugin's dialog window before this crash? Were there other errors?
No I haven´t seen an other error before or after the crash. What do you mean with "plugin's dialog window"? A window for choose a path/file?
Have you an idea to answer the problem?
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Zitat von Diegos rechte Hand
What do you mean with "plugin's dialog window"? A window for choose a path/file?
After you selected a file to import another dialog window must occur on the screen (This dialog window has a caption like "Kerrax 3ds Importer"). If you have not seen it then it's not good. Maybe you have not Visual C++ Redistributable 2008 installed. Maybe you start gmax with gmax.exe (instead of KrxGMaxExtender.exe)
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I had found an answer for my problems.
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I have one "problem" with importing animation to a bit changed objects . e.g. I create armor and link it to original decompiled asc of hum body naked so i want to see if its linked correctly and when i chose animation, import button is unclickable - i cant click to import. Its same with animations using ik solver and helpers. In older versions animations worked even on shadow beast when you renamed some bones
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Zitat von Mark56
I have one "problem" with importing animation to a bit changed objects . e.g. I create armor and link it to original decompiled asc of hum body naked so i want to see if its linked correctly and when i chose animation, import button is unclickable - i cant click to import. Its same with animations using ik solver and helpers. In older versions animations worked even on shadow beast when you renamed some bones
Same problem (Max 9)
Older Versions were much better.
I also often cannot reimport exportet Asc (Model Mesh), f.e. Monsters.
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Zitat von kushel_baer
I also often cannot reimport exportet Asc (Model Mesh), f.e. Monsters.
I wish to fix all bugs in my plugins which can be. However can you give me some more information: which asc file you cannot reimport (You mean "import, export, and import again the just exported file, right?), which monster you tell about.
Zitat von Mark56
In older versions animations worked even on shadow beast when you renamed some bones
If you wish to create a new armor for an existing model then renaming of bones doesn't seem a good idea (because my plugins and even the Gothic engine identify bones by name). Of course if you are going to create a completely new model (with a new body and all new animations) then you may rename any bones as you wish.
Zitat von Mark56
I have one "problem" with importing animation to a bit changed objects . e.g. I create armor and link it to original decompiled asc of hum body naked so i want to see if its linked correctly and when i chose animation, import button is unclickable - i cant click to import.
If you didn't change the original names of the bones then the "Import" button must be enabled. Probably I didn't completely understand your situation, so can you show me your "bit changed object" (in max format if you are using 3ds max; if you don't want to publish your model you can send me a e-mail) and tell me which animation you tried and couldn't import?..
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Zitat von Kerrax
I wish to fix all bugs in my plugins which can be. However can you give me some more information: which asc file you cannot reimport (You mean "import, export, and import again the just exported file, right?), which monster you tell about.
It was my mistake
I called the main bone "Bip 01" instead of "Bip01". The engine accepted it, your importer did not.
I dont know when I had the other problems with the importer and at the moment I cannot reproduce them with random files.
If it happens again, i will post it.
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I've uploaded a new version of my plugins. List of changes:
- Changed asc importer: in the new version the importer doesn't check equality of sets of bones and slots in a model and in its animation. So now you can apply a gobbo animation to a crawler body, for example.
- Added morph-mesh support in Blender 2.56.
- Blender version of plugins are installed now to "script/addons" folder, so plugins needs in enabling after installation (see the help).
- 3ds max 2012 support.
Zitat von Mark56
maybe some option to enable and disable checking of the skeleton would be fine.
So the checking has been disabled in the new version. The plugins more trust to modeller now.
Zitat von Mark56
I have Ik solvers on skeleton, importer do not recognize it.
Maybe it works in the new version. If not, send me your model (with ik solver) to allow me to test it by myself, and fix the bug.
Zitat von kushel_baer
I called the main bone "Bip 01" instead of "Bip01". The engine accepted it, your importer did not.
The behaviour of the plugins has not been changed concerning this. Too many things use the naming convention that name of any bone must be started from "Bip01".
Geändert von Kerrax (13.04.2011 um 18:54 Uhr)
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Thanks for fast update.
I reminded that when I was creating some anims with flips,parade jumps.... I had to add helper "Bip01 Footsteps" to avoid some problems because importer didn't import it.
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