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3dsmax MDX Exporter - Supports Animations

02-22-2003, 06:35 PM#61
Guest
thanx for the help man :)
though what i ment was that in complex objects when it's done converting, it just crashes MAX, maybe it's a memory problem,
(only 256mb ram)

i'm adding the max file for any1 that wants to test his luck with it :)

(MAX r5)

repub, ur an awsome scripter dude !
02-22-2003, 07:01 PM#62
Targash
Im getting an error I cant understand.
I exported my model. It worked fine. Then I decided I wanted to detach the weapon and now im getting this error.

Unable to convert: Undefined to type:maxobject

Any ideas
02-22-2003, 11:17 PM#63
Guest
Did any1 try to convert an object with a single mesh bigger than 700 polygons?
if u did plz tell me because i think this is the reason for my errors at the end of the convertion

repub, could there be a problem with high polygon objects with the script?
02-23-2003, 03:59 AM#64
Sypher
So when's the new one comeing out?
02-23-2003, 07:54 PM#65
republicola
Targash, i dont understand what you meant by detaching the weapon
sump, it wouldnt be a problem with the script - probably just a memory issue
Sypher, when im done with it
02-23-2003, 10:10 PM#66
Targash
What i meant was i had the a hole model then i decided to detached the part of the weapon from the rest of the model thru the command in max were you select the polygon and choose detach in the menu seperating it from the model.
02-24-2003, 05:18 AM#67
DraX
Hmmm... you were probably trying to export the weapon along with everything else, without attaching it to any bone via the skin modifier.
02-24-2003, 07:49 AM#68
Targash
I did that, used the skin modifier and all.
Now ive run into the same problem, but with the model that i could export.
I saved my alteration as new file. Then i decided to export the old one again since the the pivot point was wrong. But now i get the same error here to.
02-26-2003, 03:09 AM#69
Guest
it seems the problem isn't a memory problem after all, i tried using different models and finally got one to work, i'm tring to pin down the problem now but it would help me alot if someone would tell me if they managed to export the max file i posted without MAX crashing right after

thanx
02-26-2003, 01:09 PM#70
RightField
ok, i'm getting the same error as Targash. I can't export anything at all without getting that error, not even a single box! Could you tell me what's wrong here?
02-27-2003, 01:30 AM#71
TiJiL
Found any answers about my problem yet, Repub?
02-27-2003, 03:36 AM#72
4d5e6f
for some reason it seems like this exporter:
a) only can export 1 mesh
b) it didn't export the helper that i had
02-27-2003, 08:53 AM#73
RightField
Ok, i found two problems here. All meshes who's going to be exported has to have the unwrap uv modifier ON! Always!. And if you are getting the mesh has no TV faces error it means that you one or more quad faces. To solve this convert the object that got the quad face to an editable patch and back to a mesh again. Hope this helps.
02-27-2003, 07:34 PM#74
Targash
Well the model im trying to export ive already been able to export one time before. All i did was move the mesh to center pivot point and now i get that error.
I even did it all over again with the morph to target and all but it still wont export since the uv map is destroyed when the model morphs
02-27-2003, 08:46 PM#75
ChaosMarines
Are you planning on ever adding an importing component to your script?

This would be very nice as in KMKs animated skelteons have the bone rotations all screwed up....

It would be nice as you could import a model with all its animations and change it as much as you wanted instead of only repositioning vertices, and give it custom animations to boot.

You probably are working on just improving exporter now though.

Great work on tool though... You might want to host a tutorial for it eventually so more people know how to use it and less tech support work for you;)