Help, cannot figure out Gmax -> Act conversion
Posted: Wed Oct 25, 2006 12:18 am
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!
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!