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3DS Max animated mesh exporting problems
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Masterxilo Offline
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Post: #1
3DS Max animated mesh exporting problems
I'm trying to export this animated & skinned mesh from 3dsmax:

.zip  JimboDressedFixed.zip (Size: 126.5 KB / Downloads: 6)

To export, I chose "export selected" while having selected only the visible geometry and the bones, non of the helpers.

I tried using the OpenCOLLADA exporter and the panda .x exporter, but none of the converted files loaded correctly in the mesh editor (try it yourself). Here are all the converted files & the settings I used:

.zip  JimboDressed_Conversions.zip (Size: 229.63 KB / Downloads: 5)

Any suggestions? Is this caused by the max exporters or by the esenthel engine importers?

Btw., was the per vertex weight influences limit raised or is it still 2?
EDIT: Btw. 2: Exporting through openCollada with the settings suggested by the manual (though some of them don't exist (anymore)) doesn't change anything...

System: Windows 7 Ultimate 64 bit, Q6600 2.4 GHZ, 4GB RAM, nVidia GeForce 260 GTX 896 MB DDR3

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(This post was last modified: 02-12-2010 09:12 PM by Masterxilo.)
02-12-2010 08:58 PM
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Esenthel Offline
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Post: #2
RE: 3DS Max animated mesh exporting problems
I cant open the .max file under max 2009
02-12-2010 09:24 PM
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Masterxilo Offline
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Post: #3
RE: 3DS Max animated mesh exporting problems
Hmm, maybe you can open this fbx version of it (fbx 2010 format, make sure you have the fbx exporter/importer up to date):

.zip  modelFbxver.zip (Size: 271.25 KB / Downloads: 4)

System: Windows 7 Ultimate 64 bit, Q6600 2.4 GHZ, 4GB RAM, nVidia GeForce 260 GTX 896 MB DDR3

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02-12-2010 10:13 PM
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Esenthel Offline
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Post: #4
RE: 3DS Max animated mesh exporting problems
it'll work ok in the next release
02-12-2010 11:05 PM
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b1s Offline
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Post: #5
RE: 3DS Max animated mesh exporting problems
To export, I chose "export selected" while having selected only the visible geometry and the bones, non of the helpers.

Use "export" and only needed geometry/bones visible. i think this was one of my isssues.

This was for openCollada and that was the only exporter i got working correctly with 2009.
Also im not sure but i think that it dosent allow seperate meshes for the export so collapse all to one mesh and try with that.

Check your vertex per bone settings etc. (but with these basic stuff you probably are familiar alreadysmile

And check these settings:
http://esenthel.com/wiki/index.php?title...ada_Export

i can say that the non selected bionormals tab makes all the difference.
(This post was last modified: 02-13-2010 07:31 PM by b1s.)
02-13-2010 07:24 PM
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Masterxilo Offline
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Post: #6
RE: 3DS Max animated mesh exporting problems
What do you mean with
Quote:Check your vertex per bone settings
?

There's no way to tell max to allow only a fixed amount of bones attached to one vertex, is there?

System: Windows 7 Ultimate 64 bit, Q6600 2.4 GHZ, 4GB RAM, nVidia GeForce 260 GTX 896 MB DDR3

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02-13-2010 07:31 PM
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b1s Offline
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Post: #7
RE: 3DS Max animated mesh exporting problems
there is.
its on the skin settings..
if i remember correctly its in the advanced parameters.

its called "bone affect limit"
(This post was last modified: 02-13-2010 07:36 PM by b1s.)
02-13-2010 07:34 PM
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Masterxilo Offline
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Post: #8
RE: 3DS Max animated mesh exporting problems
Oh, true, found it, didn't know of that. Unfortunately, this model was already created. And at least 3 or 4 weights per vertex in the engine would be useful and would help making somewhat more realistic skinning.

System: Windows 7 Ultimate 64 bit, Q6600 2.4 GHZ, 4GB RAM, nVidia GeForce 260 GTX 896 MB DDR3

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02-13-2010 08:33 PM
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Masterxilo Offline
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Post: #9
RE: 3DS Max animated mesh exporting problems
(02-12-2010 11:05 PM)Esenthel Wrote:  it'll work ok in the next release
Thanks a lot, works now (at least the collada one).

System: Windows 7 Ultimate 64 bit, Q6600 2.4 GHZ, 4GB RAM, nVidia GeForce 260 GTX 896 MB DDR3

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02-19-2010 07:08 PM
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