Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Importing fully rigged character from 3Ds Max into DBPro

Author
Message
DB_Newbie
16
Years of Service
User Offline
Joined: 4th Aug 2009
Location:
Posted: 22nd Apr 2010 03:03 Edited at: 23rd Apr 2010 11:58
Hi all, me again ^^

I'm trying to import a fully completed mesh from 3Ds Max into DBPro. I done a search here in the forums and everyone seems to manage to successfully export their rigged, animated mesh from 3Ds Max. Mine crashes.

Here is the situation.

3Ds Max Character:

- Made in 3Ds Max 2010, 64bit
- 3 Editable Poly meshes
- Has 3 textures (PSD Files), 1 for each mesh
- Rigged with bones
- Shapes are used to control the bones
- Animations are all done with the shapes (i.e. the shapes contain the keyframes, not the bones)

Here are images of the import window that I used.











When I press OK with those settings, the program errors saying:

"Exporter has encountered a major problem. Can't continue"

It then looks like it's still trying to import, but the program freezes. The .x file is still made, but it's 1KB in size and when you open it, it shows nothing.

I know I messed up during the exporting options, but I don't know what. Can anyone help me?

Thanks

EDIT: Fixed images.
chafari
Valued Member
20
Years of Service
User Offline
Joined: 2nd May 2006
Location: Canary Islands
Posted: 22nd Apr 2010 03:16
Does it hapens with all objects?
Try to make just a simple box and try to export again.

Are you sure you a using the plug-in for 3DMax10 ?
Have you put the .dlo in correct folder?


The last 3DMax I used, was Max8, and I remember that the only configuration I did, was lefthaded the object to export in the correct orientation with Dbpro.


cheers.

I'm not a grumpy grandpa
DB_Newbie
16
Years of Service
User Offline
Joined: 4th Aug 2009
Location:
Posted: 22nd Apr 2010 03:34
Let's see...

I got "PandaDirectXMaxExporter_x64" for my 64 bit 3Ds Max 2010 and placed it in "C:\Program Files\Autodesk\3ds Max 2010\plugins"

I made a simple box with nothing on it (textures, bones etc.) and successfully exported it out and imported into DBPro. No errors whatsoever.

So with that, I'm sure that I got the right exporter file and placed it in the right folder.
chafari
Valued Member
20
Years of Service
User Offline
Joined: 2nd May 2006
Location: Canary Islands
Posted: 22nd Apr 2010 03:46 Edited at: 22nd Apr 2010 03:48
Ok...sorry if I sounded like a stupid.If it works with a simple box, that means that the exporter is not wrong. I remember sometimes to fail in my exporting of the object.I have found a solution just converting object to editable mesh before exporting but even I had to convert to editable mesh before adding bones.

Try to make a cylinder, and add just three bones, just to check if it is because of the complex of your object....I would like to help you somehow.


cheers

I'm not a grumpy grandpa
DB_Newbie
16
Years of Service
User Offline
Joined: 4th Aug 2009
Location:
Posted: 22nd Apr 2010 07:06
No problem, all questions lead to knowledge my friend ^^

Anyways, I made two files.

One had a cylinder with 3 bones. I animated the bones and successfully exported it. The export were all the same except in the Animation tab, I selected "Key Seq." instead of "3DS Max ticks". In DBPro, the animation works fine. (If "Key Seq. was ticked, the animation doesn't play).

I made another cylinder with 3 bones. But this time, I gave it a shape and used "Select and Link" to connect one of the bones to the shape. I then animated the shape, causing the bones to follow. In the export window, I tried both "Key Seq." and "3DS Max ticks". I also un-ticked bones. But the mesh doesn't do anything. If bones was ticked with either of the animation options, the mesh deforms for some reason (i.e. it doesn't follow the animation that I done with the shape that controlled the bones).

Does that mean that animations can only be placed on bones?
chafari
Valued Member
20
Years of Service
User Offline
Joined: 2nd May 2006
Location: Canary Islands
Posted: 22nd Apr 2010 15:22
Yeah...I understand what you want to do...but I think, we had better, to make a cilynder with three bones and export and from darbasic Pro we can make last limb of the cilynder to rotate in the direction of another object.

cheers.

I'm not a grumpy grandpa
Hawkblood
16
Years of Service
User Offline
Joined: 5th Dec 2009
Location:
Posted: 23rd Apr 2010 04:50
I use 3DSMax 2010 32bit. I am able to get skinned meshes to export. What do you mean you have shapes containing animation? Why don't you use the bones for that? Also, your pics are all of the same panel on the exporter except the first one.... ? What are your settings under the "animation" tab? When you export, are you exporting the scene or just an object? That's VERY significant....

The fastest code is the code never written.
DB_Newbie
16
Years of Service
User Offline
Joined: 4th Aug 2009
Location:
Posted: 23rd Apr 2010 12:00
Just fixed the images. Sorry about that.

In regards to the shapes. You know how when you rig a character, you make helpers and shapes to control the bones so you don't have to find and select the bones? It makes it easy to animate characters. Most rigs I see, you don't actually animate the bones. Animators are always given shapes to control the bones.

Well because of that, the keyframes are on the shapes, not the bones themselves.

Login to post a reply

Server time is: 2026-07-27 20:17:30
Your offset time is: 2026-07-27 20:17:30