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Author Topic: exporting character files  (Read 4697 times)

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SoundGuy

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exporting character files
« on: November 21, 2007, 01:10:43 AM »

Hey,

We're having some new trouble with exporting characters from 3ds max R8 to WME's x file.

We're using panda and with all the options as specified in the wiki, but we constantly getting all sort of errors like incorrect model scaling, corrupt animations (this might be because we rigged using biped), the model oreintation is wrong (lying down instead of standing, or facing backwards)
i even got this once (although it might have been something to do with texture size being 1440x1440) :

23:48: Loader start
23:48: Error loading texture 'actors\Watcher\tubes.jpg'.
       returned: E_OUTOFMEMORY
23:48: Cleanup
23:48: Loader start
23:48: Error loading skin mesh
       returned: E_OUTOFMEMORY
23:48: Error loading top level object from 'actors\Watcher\Watcher2.x'
       returned: E_OUTOFMEMORY



My question is - what are people use to create the .X files they use for WME ?
3DS with Panda or something else ?
Have anyone trying the KW X-port instead of panda ? there's no mention of it on the websites.

Thanks in advance for the advice and tips.
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Jyujinkai

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Re: exporting character files
« Reply #1 on: November 21, 2007, 01:52:34 AM »

I use .X and have not had many problems with it using the panda export.

Biped should export fine.

Remeber that the orientation of the original mesh in world space effects the export in panda (i have no idea about that other one you mentioned)

Before you export and rig.. make sure that the mesh is zero'd out at "0.0.0" This mean putting a reset xform and collapsing the stack. there should be no transform values on the mesh of any kind. Everything should be 0,0,0

The orientation of the mesh effects it export. You need to get the model in Max so that in the FRONT viewport you see the front of the object. The mesh will always appear lying down if you do not tick the box in export options. This is mentioned in the wikki have another look. This tick box sometimes turns off so remember to tick it ON, OFF, ON not just see it is ticked and continue or tick it once.

the xporter will try to export everything as png... why not help it along and make or your images png to start with.

image size should not affect the export.. but i have no idea why you would use a image that large for a character.
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Mnemonic

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Re: exporting character files
« Reply #2 on: November 21, 2007, 08:44:47 AM »

What WME version are you using anyway? Those "loader start" and "cleanup" messages are not present in current builds, as far as I know.
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TheDerman

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Re: exporting character files
« Reply #3 on: November 21, 2007, 08:52:17 AM »

Don't know if this has anything to do with anything, but my ProjectMan.log file is full of "Loader start" and "cleanup" messages. Is it not supposed to be?

1.8.1
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Mnemonic

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Re: exporting character files
« Reply #4 on: November 21, 2007, 08:56:01 AM »

Ah, projectman, right. I thought it was WME log. My bad, sorry.
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Dudeldei

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Re: exporting character files
« Reply #5 on: November 21, 2007, 11:43:22 AM »

don't know if it's any help, but I had to do some massive exporting a few months ago. From XSI to Blitz33 for an architectural walkthrough. The best solution I found was Ultimate Unwrap 3D. Sure it's not free, but it handle's so much formats, and you can really be sure, that the exported files work. Also you can do alot more with this tool. I used it to correct the lightmap for Blitz3d e.g. I wouldn't have managed to finish my work without it. There's a demo too, but it's save disabled.
If you want I can convert a file for you so you can see the result.

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SoundGuy

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Re: exporting character files
« Reply #6 on: November 26, 2007, 01:22:38 AM »

Jyujinkai - are you sure panda can export bipeds ?
I think it even say it can't in thier website under features:

Skinning using Character Studio Physique and Max Bones/Skinning (Not Biped)

In any case i'm haveing A LOT of troubles with exporting the current set of models, i might post some screenshots tomorrow after we give it another try
 
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Jyujinkai

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Re: exporting character files
« Reply #7 on: November 26, 2007, 02:26:48 AM »

yea you can export biped.
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Dudeldei

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Re: exporting character files
« Reply #8 on: November 26, 2007, 11:28:00 AM »

My offer still stands, or try out the demo. And you should make all your textures pow2, or else you will be getting big troubles especially with ati cards.
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Mnemonic

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Re: exporting character files
« Reply #9 on: November 27, 2007, 06:06:23 PM »

Yes, power of 2 textures are a must for 3D characters. Far too many videocards don't support non-pow2 textures.
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