View Full Version : .x exporting with Skin?
urgrund 09-16-2005, 04:01 AM does anyone know of an exporter for 3DSMax (6-7) that supports character models weighted with Skin?
Currently at work, we're having to use Maya purely as a middleman in the export process, as its .x exporter supports Skin, yet 3DSMax does not.
We have tried the 3rd party Panda .x exporter which didn't work either.
It works fine with Physique, but we really do not want to use it. :)
Thanks!
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What are you exporting to? What package or platform are you going to?
urgrund
09-16-2005, 11:58 AM
we're exporting to our game engine, PC platform - but that is not the problem as it loads meshes with Skin fine once you've done the lengthy Maya detour - which in itself is posing problems when using 'extra' bones (other than biped) for facial muscles... etc
Weighted models exported using Skin from 3DSMax will even crash MeshView (microsofts's .x model viewer).
Dave_Hingley
09-16-2005, 12:17 PM
urgrund i am sooo glad to hear its not just me!
its weird i have sen models exported from max . x files with animation on and they work fine in meshview but when i try to export my own model i get nothing... i been working on this for a couple of months and havent found a work around ( dont have maya here). i have tried physique and skin on both bipeds and bone but with no results. the engine i am exporting out is justa little Direct X engine running on a pc and will take still models but not vertex animation.
urgrund
09-18-2005, 05:38 AM
well - doesn't look like there's a solution to this :\
so, are there any plugins or scripts out there that can transfer Skin to Physique?
robinb
09-18-2005, 02:53 PM
The Panda exporter does support skin. I've just exported some stuff successfully with it. I did have problems getting the Mview program to accept that the model was skinned though. I think the problem is that if there's no animation on the skeleton the skinning is stripped off and the model is considered static. Simply animate one bone (I just raised one of the character's arms over a few frames). Then you can apply other animations to the model in Mview. Seems a bit stupid I know.
urgrund
09-19-2005, 12:02 PM
thanks robin, thats a lifesaver! :D
That does seam a bit stupid but also smart. It is optimizing the export for you so that it isn't trying to carry a pile of data that you don't need. I wonder if there is a switch some where to force it to export all data used or not. I have never used this tool so I wouldn't know.
robinb
09-19-2005, 12:50 PM
That does seam a bit stupid but also smart. It is optimizing the export for you so that it isn't trying to carry a pile of data that you don't need. I wonder if there is a switch some where to force it to export all data used or not. I have never used this tool so I wouldn't know.
I've only just started using it, but as far as I can see there's a clearly visible checkbox to export bones, but checking it makes no difference if there's no animation. And I haven't found anything else to do it either. When exporting it looks like it's exporting the bones and skinning info judging by the info that flashes up, but it doesn't seem to be there when checking with the viewer.
Sure it's good to optimise out data that isn't required, but personally I'd much rather the option was based on a button press or something than doing it without the exporting artist's permission. Of course I want to export the mesh with bones in a static pose and export the animations separately from other scenes. I guess whoever wrote the tool just didn't work in the same way I do. Still, once you know, you know.
Andrei2k
09-19-2005, 05:30 PM
If also dont see the model I export from .x 3dsmax or Maya but I know its there and it works and is animated. Probably a scale issue but I havent figured out the display part either although it does work.
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