Converting 3ds to Reality Factory compatible
Converting 3ds to Reality Factory compatible
I made a 3ds model and can not figure out how to change it into a .nfo or .key or other reality factory compatible things before i put it into acompile.
can anyone help me out??
can anyone help me out??
Last edited by Cynnical on Fri Apr 07, 2006 9:28 pm, edited 1 time in total.
you will need to open it in milkshape, gmax, 3ds max, or any other program that has a .nfo or .bdy exporter.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
Gmax has one, its at http://www.genesis3d.com/~wog/tools/gmaxg3dexp.zip
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
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I tried the nfo/exporter for gmax. I go the mesh the way I wanted it. I put a bone in it. I assigned the bone to the mesh. I ran the MAXScript Listener. I got the following for the key and nfo options
KEYEXP 2.1
Number of Bones = 0
Key Data
0 100 30
Key Data Complete
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
It doesnt look as though the exporter recognized the bone in the mesh. Come to think of it, It seems as though that the exporter recognized the model at all.
I did see that there was reference: "each vertex MUST be RIGID-assigned to ONE bone"
What is "RIGID-assigned"?
Is it different than just to assign?
If so how is it done?
Would this cause me to get the results that I did?
Is there a better source of reference that tells about it?
I tried the Gmax help files and they dont seem to exist. I click help and then user reference and nothing happens. The same thing happens when I hit the F1 key. I get an hourglass and the it goes away and thats it.
I have tried the Gmax forum search and came up empty.
If "RIGID-assigned" is some thing different from the norm please enlighten me.
If not, then can anyone tell me why I got the results I did?
I read that RFfaq it said to go to http://terrymorgan.net/pipeline.zip for the answer on making vurtices rigid.
I tried going to http://terrymorgan.net/pipeline.zip and the link is dead. I tried going to http://terrymorgan.net and it took me to http://www.opushosting.com/.
KEYEXP 2.1
Number of Bones = 0
Key Data
0 100 30
Key Data Complete
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
It doesnt look as though the exporter recognized the bone in the mesh. Come to think of it, It seems as though that the exporter recognized the model at all.
I did see that there was reference: "each vertex MUST be RIGID-assigned to ONE bone"
What is "RIGID-assigned"?
Is it different than just to assign?
If so how is it done?
Would this cause me to get the results that I did?
Is there a better source of reference that tells about it?
I tried the Gmax help files and they dont seem to exist. I click help and then user reference and nothing happens. The same thing happens when I hit the F1 key. I get an hourglass and the it goes away and thats it.
I have tried the Gmax forum search and came up empty.
If "RIGID-assigned" is some thing different from the norm please enlighten me.
If not, then can anyone tell me why I got the results I did?
I read that RFfaq it said to go to http://terrymorgan.net/pipeline.zip for the answer on making vurtices rigid.
I tried going to http://terrymorgan.net/pipeline.zip and the link is dead. I tried going to http://terrymorgan.net and it took me to http://www.opushosting.com/.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
1. Make sure the mesh is selected when you export
2. Make sure all vertices of the mesh are assigned to the bone, and they are all the same color in edit envelopes
2. Make sure all vertices of the mesh are assigned to the bone, and they are all the same color in edit envelopes
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
http://asylum.rfactory.org/pipeline.zip
For the 11th time just for you
http://terrymorgan.net/download.htm
pipeline is obsolete, however I used the
Gmax exporters to make a static mesh actor,
don't remember how.
For the 11th time just for you
http://terrymorgan.net/download.htm
pipeline is obsolete, however I used the
Gmax exporters to make a static mesh actor,
don't remember how.
- QuestOfDreams
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thanks for the really usfull info. It will come in handy.
I have found several gmax tutorials but they must be for different versions. they present options that 1.2 doesnt have, or at least I cant find. The fact that Gmax has no help files that I have seen is not helping.
Im still not clear on What "RIGID-assigned" is.
I went throgh one tut for Gmax athttp://www.neomagination.com/tutorials/09_02Rigging.html and it said.
"pulldown the modifier list to select Physique"
There is no "Physique" option.
"use the Attach to Node button ( ) and click on the root bone of your skeleton to link up the two. In the window that comes up select RIGID in the Vertex link Assignment rollout."
I hit the attach to node button and then clicked the root bone (there is only one bone). No window came up and there didnt seem to be a "Rigid" option anywhere.
I think that this must be a tut for 3DS Max.
The expoters seem to work with 3DS Max.
I got the same results when I followed your advise AndyCR.
Im sure that I must be missing something. Im sure that you people have done this before, so Im confident there is a way.
I have found several gmax tutorials but they must be for different versions. they present options that 1.2 doesnt have, or at least I cant find. The fact that Gmax has no help files that I have seen is not helping.
Im still not clear on What "RIGID-assigned" is.
I went throgh one tut for Gmax athttp://www.neomagination.com/tutorials/09_02Rigging.html and it said.
"pulldown the modifier list to select Physique"
There is no "Physique" option.
"use the Attach to Node button ( ) and click on the root bone of your skeleton to link up the two. In the window that comes up select RIGID in the Vertex link Assignment rollout."
I hit the attach to node button and then clicked the root bone (there is only one bone). No window came up and there didnt seem to be a "Rigid" option anywhere.
I think that this must be a tut for 3DS Max.
The expoters seem to work with 3DS Max.
I got the same results when I followed your advise AndyCR.
Im sure that I must be missing something. Im sure that you people have done this before, so Im confident there is a way.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
you have to use Skin, not Physique, for Gmax. yes, that tuts for 3ds, notice the silver coloring of the GUI. you should be able to find a tutorial for it in the tutorials you can download on the same page as you download gmax on, thats where I learned it.
rigid means that one vertex can only be assigned to one bone.
rigid means that one vertex can only be assigned to one bone.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
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- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
I ran the Gmax script listner again using the skin and rigid vertices settings.
Here is what I got for a popup error box:
--Runtime error: Exceeded the vertex weight list countskin:Skin
Here is what I got in the listener window:
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 1
Node(0): Mat_0_0
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
Q(w,x,y,z): 1.0 0.0 0.0 0.0
S(x,y,z): 1.0 1.0 1.0
T(x,y,z): 0.0 0.0 0.0
Mesh List
Number of meshes = 1
Node: Mat_0_0
Vertex List
Number of Vertices = 267
-- Error occurred in i loop
-- Frame:
-- i: 1
-- v_offs: 0
-- boneidx: 0
-- bonename: "-1"
-- v_pos: [5.35238,4.18688,0.423348]
-- called in scene_node loop
-- Frame:
-- scene_node: $Editable_Mesh:Mat_0_0 @ [0.000000,0.000000,0.000000]
-- vert_bone: #()
-- lx_mods: #(Skin:Skin)
-- Error occurred during fileIn in <File:C:\gmax\scripts\g_nfoexp.ms>
Can someone decypher this for me and suggest a direction for me to go in?
Here is what I got for a popup error box:
--Runtime error: Exceeded the vertex weight list countskin:Skin
Here is what I got in the listener window:
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 1
Node(0): Mat_0_0
1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
0.0, 0.0, 0.0,
Q(w,x,y,z): 1.0 0.0 0.0 0.0
S(x,y,z): 1.0 1.0 1.0
T(x,y,z): 0.0 0.0 0.0
Mesh List
Number of meshes = 1
Node: Mat_0_0
Vertex List
Number of Vertices = 267
-- Error occurred in i loop
-- Frame:
-- i: 1
-- v_offs: 0
-- boneidx: 0
-- bonename: "-1"
-- v_pos: [5.35238,4.18688,0.423348]
-- called in scene_node loop
-- Frame:
-- scene_node: $Editable_Mesh:Mat_0_0 @ [0.000000,0.000000,0.000000]
-- vert_bone: #()
-- lx_mods: #(Skin:Skin)
-- Error occurred during fileIn in <File:C:\gmax\scripts\g_nfoexp.ms>
Can someone decypher this for me and suggest a direction for me to go in?
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
@bernie: you might try running bdyfix (or something like that, forgot the exact name, it comes with rf), i assume you use milkshape?
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085