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3 Dimensional Chat / Another panda thread

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QuothTheRaven
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Joined: 2nd Oct 2002
Location: United States
Posted: 25th Mar 2007 09:09 Edited at: 25th Mar 2007 09:54
I'm having an issue exporting one of my scenes in 3ds max 8 to .X with panda. I have a scene which is two hands holding a pistol, and the animation is the pistol firing. Each hand has a bone stucture which is rigged to the arm meshes. One hand is rigged with Physique and one hand is rigged with Skin (cause I'm cool like that). The problem comes in when I try the actual export. If I don't check the "bones" export option, everything exports great but the hands don't show up. If I check bones (which I obviously need to) I get this descriptive error from Panda:

Exporter has encountered a major problem. Can't continue.
Followed by Export Module Failure

And then when I hit OK 3ds max hangs and I have to kill the task. I'm willing to post my scene (max 8) to see if anyone can see what the problem is, cause I have no idea. I've tried just removing the physique hand and just the skin hand, but that yields the same result so I don't think it's a problem with either rigging modifier. This is my first time trying to get a rigged model into DBP, and so far, it's a bit iffy...

EDIT: If I delete BOTH of the MODIFIERS, but leave all bones / meshes, then it exports. If I delete just the skin modifier or just the physique modifier, it still fails.

QuothTheRaven
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Posted: 26th Mar 2007 01:38
Just a quick bump, I got it to export by re-rigging both hands with skin, but now the hands aren't showing up in the game. All meshes that aren't rigged show up (like the gun), but none of the rigged meshes show up. Makes no sense.

QuothTheRaven
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Posted: 27th Mar 2007 02:07
Ok, I'm getting closer. I figured out that the rigged hands are actually exporting but they're both exporting backwards. I'm trying to get them to export the right way (I have left handed axis checked).

QuothTheRaven
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Posted: 27th Mar 2007 04:21
OK, things are just getting worse. I've gotten one hand to kind of export properly but for some reason it exports rotated 15 degress or so from what I see in max, and if I check the bones export option I lose the UVW data, but if I don't check the bones option it doesn't animate. I have no idea what's going on, and the other hand still exports completely backwards.

Venge
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Location: Iowa
Posted: 27th Mar 2007 04:24
maybe you should try the 3ds max forum...

coming soon: Ford GT vs. the Corvette.
No, really.
I'm serious this time.
QuothTheRaven
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Posted: 27th Mar 2007 04:51
Unfortunately "the 3ds max forum" does not know much about exporting models through Panda into Dark Basic Pro. There have been a few threads here about it but none that have quite helped me solve the problem yet. It's all very mind boggling.

indi
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Location: Earth, Brisbane, Australia
Posted: 27th Mar 2007 07:45
was that hand duplicated and collapsed into a mesh with a unique name?
I can only speculate as i dont use max.

QuothTheRaven
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Posted: 30th Mar 2007 07:40 Edited at: 1st Apr 2007 22:57
indi: The hand mesh was cloned, then I constructed a new set of bones and rigged that up and gave it a new name. Everything has unique names.

I'm just about ready to give up on this. I'm doing something wrong but I will probably won't find out what it is. I've tried lots of different settings so far, but everything is exporting incorrectly. I tried re-rigging the hands with the biped character because I have no idea if my own bones were constructed incorrectly, but as you'll see below, that didn't seem to fix anything. Here's a side by side comparison of what I see in 3ds max and what it outputs to in Dark Basic

(images removed)

As you can see in the last screenshot, the hand that's supposed to be gripping the gun is actually facing away from the gun. The only reason the UV mapping isn't messed up in that is because I didn't export bones. But even then it wasn't animated and it was still facing the wrong way. I'm using Skin, not Physique (since if I use Physique panda gives me a fatal export error). I'm using the panda settings that everyone uses, bones, left handed axis, binary, sub-frame heirarchy, etc.

I did notice that for the biped and the trigger poses, if I selected the hand and hit UNLINK SELECTION then it seemed to behave a little closer to what it actually looked like in max, but still pretty messed up and the UV data was lost.

I really hope someone has some tidbits of knowledge to give me because I'm really running out of ideas and combinations of things to try here. I have no idea what I'm doing wrong, and I'm willing to send out my max file to anyone who'd be willing to try to get it to export right.

Moondog
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Posted: 30th Mar 2007 19:08
ok, for the backward hands, its probably becuase you mirrored one of the hands...so if you don't rest x form, then it will be flipped. why? becuase max is in its on little world, and handles certain operations, like mirror object, very differently. when you mirror an object in max, it makes a fake mirrored object, it's not really the original flipped, its really the original, but max is rendering it differently. dont ask my why discreet didn't actually do this the proper way...i don't know.

now, as for exporting bones and animations with max useing panda. the only way you can do it is by useing the native bones objects, and useing link and mesh select. first you make your bones to match your hand..have to do this seperate for each properly x formated hand...then you add the mesh select modifier to the hand, then select one section verts and then link them to a bone(theres a modifier for linking, i can't remember the name, doing this from memory)...anyway, you have to do this to each section a bone is in. then you can animate.

now you will be able to export everything using panda. I'm sorry to say, thats the only way you can do it using panda. max is really a crappy program for exporting into direct x format. lot of company's make their own export plugins, or they use different software for animating. especially when it comes to rigging, and using motion capture, and even skinning, max is crap, lol.

hope this helps

MOONDOG


current projects: Mystic Dream // red // battle room
QuothTheRaven
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Posted: 30th Mar 2007 22:27
Well that's odd. Do you recommend any other software to use for riggibg/animation? I tried resetting Xform on the hands without changing anything else but panda just crashed again, go figure. Also, I thought that I saw other threads where people were using skin and physique, but I could be wrong.

Moondog
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Posted: 30th Mar 2007 22:42
skin and physique are max modifiers, not really compatible with anything but max.

if your on the budget, use milkshape it can bone and animate models nicely, and it's only 25 bucks. first program that comes to mind.

you could go for blender, but i have no idea how to go about animating and exorting, heard there are some problems, but theres a post about how to export correctly for darkbasic.

MOONDOG

MOONDOG


current projects: Mystic Dream // red // battle room
QuothTheRaven
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Posted: 1st Apr 2007 22:59
I thank you for your advice, it got me on the right path to solving my problem. Unfortunately I have to correct you, I was able to get skin to export properly. I got both of my hands to export boned using the skin modifier. Part of the problem was that meshsmooth on the right hand was exportring wrong, and if I turned off meshsmooth it exported fine.

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