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Again a gmax prob

Posted: Fri Jul 22, 2005 1:43 pm
by Sudi
I got a problem with Gmax.
I build my objekt just to try the nfo and key exporter then i made bones for my object and asigned it and i really tryed not to assign one vertex to more then one bone.
but know when i try to export the nfo it gives the following error
-- Error occurred in i loop
-- Frame:
-- v_offs: 0
-- v_pos: [0.83483,3.138,-12.598]
-- boneName: "-1"
-- boneIdx: 0
-- i: 2
-- called in scene_node loop
-- Frame:
-- lx_mods: #(Skin:Skin)
-- vert_bone: #($Bone:Bone03 @ [0.209732,-0.000000,5.415623])
-- scene_node: $Editable_Mesh:swat @ [0.000000,0.000000,0.000000]
-- Error occurred during fileIn in <File:D:\gmax\scripts\g_nfoexp.ms>
and it hightligghts the following script segment
boneidx = (skinOps.GetVertexWeightBoneID lx_mods[1] i 1)
and a window pops up with Error runtime error Vertex weights skin count or something like that
but i didn't use weight painting.....
so im looking for a solution. Another way to help my problem would be to tell me how to apply textures in TrueSpace and how to animate there....lol

Btw this is my Model i made it defines lowpoly in a totaly new manner...
Swat trooper

Sudi

Posted: Fri Jul 22, 2005 3:13 pm
by hike1
Nobody's tried Gmax exporting much, you can search the
FAQ
http://terrymorgan.net/rffaq.zip

Mean to try it, but I have Max...|P

Posted: Fri Jul 22, 2005 4:13 pm
by Sudi
i searched it many times....nothing worth while...
anyways what are u using instead? and please dont tell me something about buying software....i dont want to invest money at this point only when i know i gonna relly do it.
edit:
And by the way could someone tell me how texture somthing with a bmp in truespac3.2 and how to animate it for truegen?

Sudi

Posted: Fri Jul 22, 2005 5:52 pm
by Master
I got that same error when I tried to export my model before I assigned my vertexes to their bones. Make sure every vertexe is assigned to a bone and and make sure no vertex is assignes to more than one bone. This may help...I don't know too much about Gmax yet.

Posted: Fri Jul 22, 2005 6:25 pm
by Sudi
That would help master when u tell me how to asign vertexes to bones....i was just going to use gmax to animate and convert my models for the actual building part iam using anim8or....still my question about TrueSpace3.2 isn't answerd that would be my alternative and there i can export....

Sudi

Posted: Fri Jul 22, 2005 7:22 pm
by Sudi
Ok sry about the double post but im lost.....
im gonna upload my gmax file and please somebody tell me why i can't export it to nfo....
thx in advance

Posted: Sat Jul 23, 2005 3:06 am
by Ransom
If you're using Anim8or, export to .obj and import into Milkshape. Milkshape is freee and fully functional for 30 days after that it costs a mere $25 for unlimited usage.

Posted: Sat Jul 23, 2005 3:09 am
by Sudi
thats the reason for not using milkshape its not free and i dont have the money to buy a software i will only use for one projekt.
so please dont tell me to use stuff like that.

Posted: Sat Jul 23, 2005 3:16 am
by Guest
Milkshape is freee and fully functional for 30 days

Posted: Sat Jul 23, 2005 4:48 am
by Sudi
yeah but i will need more than 30 days......just tell me a solution for gmax...

Posted: Sat Jul 23, 2005 2:14 pm
by QuestOfDreams

Posted: Sat Jul 23, 2005 2:19 pm
by Sudi
first of all thx for the answer but the topics don't help bc i already read them and they didn't tell me something worthwhile.
So im still stuck with the prob.

Sudi

Posted: Sat Jul 23, 2005 7:29 pm
by Master
Select the mesh you wish to animate and add a skin modifier. Select the skin modifier and you will see an empty list control with a button under that says "add bone". Click this button and a form comes up with a list of all the bones in your seen. Select all the bones and click the "select" button. Now all the bones u selected are in the empty list control. Then to assign vertexes to bones simply select the bone out of the list and click the "edit envelope" button located right above the bones list. On the viewpoint a strange red and brown rectangular shape will appear around the selected bone. Inside this shape there are square handles you can use to resize the shape. To assign vertexes to the selected bone expand the shape to encompass all the vertexes the bone should control. Do so until all vertexes are assignes to their bone and the export should work.


(my longest post ever...)

Posted: Sun Jul 24, 2005 10:15 am
by Sudi
Thx but i already new that too. and i did it to and it still doesn't work im really lost.

Sudi

Posted: Mon Jul 25, 2005 5:56 am
by Master
That would help master when u tell me how to asign vertexes to bones
Loud and clear...