Okay, looks like I could use a little help with the conversion process. I have read all the docs, readme's and threads on this subject, but cannot figure it out. I am using Poser as my 3D modelling program. I got Poser to export the model as a 3ds file no problem, and imported that into Gmax just as easily. Everything looks right so far. The problem is that I am COMPLETELY unfamiliar with Gmax and have absolutely no idea how to do a few key things mentioned in several instruction files.
For example, I have no idea what a MESH, a BONE, or a VERTEX is. In Poser, I just have a human figure with arms and legs, which can be moved, posed and animated easily. When I export that model as a 3ds file and load it into Gmax, it shows up correctly, but I have no idea how to determine whether the "bones" or "vertices" are detected correctly. In Poser, I simply have a model/character who moves the way I want it to, and I am really hoping I don't have to manually re-create all 342 (or whatever) bones in the human body by myself, all over again, once the model moves into Gmax. Say it ain't so?
The following steps are mentioned in the readme for the Nfo/Key script:
-- convert all meshes that you want to export to Editable Mesh
-- each vertex MUST be RIGID-assigned to ONE bone
-- use only Bone Geometry for bone system (do not use any other objects!)
-- modifier order Editable Mesh [-> UVW Coordinates Modifier]-> Skin
Well, I don't know how to do ANY of those things. How to I convert a mesh to an editable mesh? How do I make sure each vertex is rigid-assigned to one bone, and that I'm using only bone geometry for bone system? And, how do I ensure that the modifier order is as stated above?
I know that there are complete docs for Gmax, but for someone who only intends to use it as a pass-through for getting models from Poser to RealityFactory, that's a lot of cumbersome reading just to be able to run one script correctly.
So, would anyone here be willing/able to post a quick walkthrough for how to do all the necessary steps mentioned above in order to run the script correctly? I've played around with different options, trying to fix it myself, but every time I try running the script I get the following in the script listener window:
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
Obviously something isn't set right, even though my model appears accurately in the Gmax window just as it looks in Poser. How do I check that the bones and all those things are being processed correctly? Please assume NO knowledge of Gmax on my part.
As before, thanks very much for any help!
Help, cannot figure out Gmax -> Act conversion
Okay, at this point I don't think I should even worry about bones or vertices as I'm not trying to export an animation YET. I'd just be happy getting the script to even detect and acknowledge the existence of the model on screen, instead of saying "Number of meshes: 0" every time.
My character is clearly there in the 3D view, looking correct. Why is the .nfo exporting script not even SEEING that character, mesh, or whatever you want to call it. How do I just get it to acknowledge ANYTHING?
My character is clearly there in the 3D view, looking correct. Why is the .nfo exporting script not even SEEING that character, mesh, or whatever you want to call it. How do I just get it to acknowledge ANYTHING?
Number of meshes: 0!!!!!!!!! Number of meshes: 0!!!!!!!!! Number of meshes: 0!!!!!!!!!
That's all I get, every time, no matter what I try!!
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
Every time!!!! What do I have to do to get this thing to recognize my mesh/model?? Is there a way I have to select it before hand? I've tried using Edit>Select All just before running, the script, but no difference!!!
Someone, pleeeeeeeeeeease help...
That's all I get, every time, no matter what I try!!
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
Every time!!!! What do I have to do to get this thing to recognize my mesh/model?? Is there a way I have to select it before hand? I've tried using Edit>Select All just before running, the script, but no difference!!!
Someone, pleeeeeeeeeeease help...
It will be REALLY hard to explain, particularly since i have not used gmax in awhile, but i have in the past very successfully gotten animated, textured meshes exported with it. Brief overview:
Needs one bone. Add a bone (just search bone in manual). it will try to add anotherbone immediately after; right click, and you will have added a tiny diamond like bone. select that and hit delete. Assign it to the mesh (Select mesh, bone list, select bone, click add bone, i think.) then select the bone you made and click Edit Envelopes at the right. Now, this part is touchy. Grab one of the handles at either end of the bone and pull. If nothing happens, edit->undo, try again until you find the one that makes it grow when you pull it. Pull it to encompass the entire model so the entire section of the model near that handle is the same color; this will often require pulling it waaay far away from the model itself, but is neccesary. Repeat with the other end of the bone.
You will NEED a texture applied. Add a material, and select a bitmap in .bmp format, where the dimensions are a power of 2 (like 2, 4, 8, 16, 32, 64, 128, 256, 512, and 1024, in any combination width and height, like 128x128, 512x256, 256x256, etc. IF YOU GET A BEGINFRAME ERROR ON VIEWING THE MODEL this is almost ALWAYS your problem). See the appropriate part in the manual on how to do this.
Select your model, and apply a UV Map to it. Select the uv map in the list on the right with the mesh selected, and choose the material you just made (if you cant find it see the manual, dont remember what its called).
Now, select all and export, and if your lucky it will work.
Needs one bone. Add a bone (just search bone in manual). it will try to add anotherbone immediately after; right click, and you will have added a tiny diamond like bone. select that and hit delete. Assign it to the mesh (Select mesh, bone list, select bone, click add bone, i think.) then select the bone you made and click Edit Envelopes at the right. Now, this part is touchy. Grab one of the handles at either end of the bone and pull. If nothing happens, edit->undo, try again until you find the one that makes it grow when you pull it. Pull it to encompass the entire model so the entire section of the model near that handle is the same color; this will often require pulling it waaay far away from the model itself, but is neccesary. Repeat with the other end of the bone.
You will NEED a texture applied. Add a material, and select a bitmap in .bmp format, where the dimensions are a power of 2 (like 2, 4, 8, 16, 32, 64, 128, 256, 512, and 1024, in any combination width and height, like 128x128, 512x256, 256x256, etc. IF YOU GET A BEGINFRAME ERROR ON VIEWING THE MODEL this is almost ALWAYS your problem). See the appropriate part in the manual on how to do this.
Select your model, and apply a UV Map to it. Select the uv map in the list on the right with the mesh selected, and choose the material you just made (if you cant find it see the manual, dont remember what its called).
Now, select all and export, and if your lucky it will work.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
Thank you very much for your reply and attempt to help. It is greatly appreciated.
Unfortunately, so far I am not having any luck. I don't even know how to "select the mesh". I *think* I have it selected since it is the only thing on the screen, and I hit select all, but I'm not sure.
Next, I don't seem able to add a bone. I don't see anything called "bone list" anywhere in any of the menus or panels. Is a bone absolutely necessary just to get the script to work, or only for animation? At this point I'd be content to just get the script to recognize the mesh, and leave animation for later. If I do need a bone, how do I add one? I really did look everywhere I could, but found no "bone list" option anywhere.
I also don't know how to add a material. I tried selecting Surface>Material from the modifers list, but all that does is put a "material" line in the right side panel. There is no obvious way to do anything with it after that, such as select an actual image file to apply to it. The only thing in the properites panel below that is "Parameters" and "ImageID", which is a number. No way to pick any existing .bmp file that I can see.
The interface is extremely confusing, and I know I should and will read through all the docs, but I really don't want to become a highly proficient user of Gmax, I just want to be able to perform this ONE function to transfer a 3ds file through to an Act file.
I'm sorry that I need such baby-step hand holding for this process, but I really cannot make heads or tails of Gmax and have been trying for the better part of 6 hours, with the benefit of several tutorials and docs, to no avail.
EDIT: Alright, I'm working in Milkshape now and having a bit better luck. Still stumbling through the process step by step, but MUCH easier and more intuitive program I must say. Sorry about the rant... I'll keep trying to muddle through.. thanks again..
Unfortunately, so far I am not having any luck. I don't even know how to "select the mesh". I *think* I have it selected since it is the only thing on the screen, and I hit select all, but I'm not sure.
Next, I don't seem able to add a bone. I don't see anything called "bone list" anywhere in any of the menus or panels. Is a bone absolutely necessary just to get the script to work, or only for animation? At this point I'd be content to just get the script to recognize the mesh, and leave animation for later. If I do need a bone, how do I add one? I really did look everywhere I could, but found no "bone list" option anywhere.
I also don't know how to add a material. I tried selecting Surface>Material from the modifers list, but all that does is put a "material" line in the right side panel. There is no obvious way to do anything with it after that, such as select an actual image file to apply to it. The only thing in the properites panel below that is "Parameters" and "ImageID", which is a number. No way to pick any existing .bmp file that I can see.
The interface is extremely confusing, and I know I should and will read through all the docs, but I really don't want to become a highly proficient user of Gmax, I just want to be able to perform this ONE function to transfer a 3ds file through to an Act file.
I'm sorry that I need such baby-step hand holding for this process, but I really cannot make heads or tails of Gmax and have been trying for the better part of 6 hours, with the benefit of several tutorials and docs, to no avail.
EDIT: Alright, I'm working in Milkshape now and having a bit better luck. Still stumbling through the process step by step, but MUCH easier and more intuitive program I must say. Sorry about the rant... I'll keep trying to muddle through.. thanks again..