exporting skl problem


(ikanatto) #1

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 :frowning: 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 :frowning:
im using 3ds max 4.2 with character studio under windows xp. can anyone advise me what can be wrong?


(No1_sonuk) #2

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.


(ikanatto) #3

thanks for reply No1_sonuk.
oh… random problems… how do i do that…
i wish new sklout plugin and mdstool would be bug-fixed.


(RR2DO2) #4

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.


(ikanatto) #5

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.:frowning:
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:


(ikanatto) #6

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!


(ikanatto) #7

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.


(SCDS_reyalP) #8

Nice!


(Hewster) #9

great work on the mds converter ikanatto, you should be rewarded :slight_smile:

Hewster


(ikanatto) #10

another one here


oops, leg comes out through the skirt! :eek3:


(the_hat) #11

wow, weird, yet, nice work :slight_smile:


(bacon) #12

That’s no biggie, I’m sure we can all live with that :slight_smile: