i have been trying to export skl( then mds ) for a while, but encountered a problem.
3ds max says “error occured” and closes when i try to export skl. the progress indicator goes to the point of half in “2/4 l_legs”, then error dialog apprears.
once i exported another model’s skl and mds successfully. but this one can not be exported
the model which i exported to skl successfully was made in max manually and used 1 texture. the current model was imported from smd( halflife model ) by using max script and uses 2 textures. I presume that something about uv mapping is incorrect or unacceptable for exporting skl, or if another reason , i can not figure what is wrong at all 
im using 3ds max 4.2 with character studio under windows xp. can anyone advise me what can be wrong?
exporting skl problem
Sorry, I can’t help, but IIRC, it was “random” problems like this that killed a lot of RtCW mods. I know The Great Crusade was killed by it.
thanks for reply No1_sonuk.
oh… random problems… how do i do that…
i wish new sklout plugin and mdstool would be bug-fixed.
There is one thing I’m aware of that the original skelout crashes on, which is if you have a vertex that isn’t attached to any bones. I added an error for this situation in the newer plugin as we were hitting that crash at times ourselves intially.
thanks for that info RR2DO2
now i checked all vertices whether they are surely attached to bones, and all of vetices are attached. this is sad.
and some more things i can remember that my old model could be exported to skl( mds ) with some vertices failed to be attached to bones. max said nothing and no error dialogs appeared when i exported, but not attached vetices was fixed and would not move.
arrggg got headache. :banghead:
here i back.
ok i resolved this problem.
the reason which crashed my max seems to be “too many vetices”. i had my models nearly 1500+ vertices. reduced vertices by using simple figures to 800, then max says nothing but “exporting done.” wow!
i thought mds max number of vertices might be far more larger, but it was my fault blah.
anyway thanks for your advises a lot!
here are what i made.


first i exported skl. then used buildmds to create mds.
next i converted mds to mdm and mdx with my tool. the original mdx has been modified as it has converted mdx’s bone length. thus i can use original mdx for my custom mdm. this means that i dont have to make huge animations. of course as long as custom mdm has the same number of bones.


