Dad72 Posted June 18, 2014 Share Posted June 18, 2014 Since the update to export it (optimization) 3ds max crash and then closes at the time or I export. export to failed. I check "try to optimize..." so this exports correctly.Maybe that should be the default check.My model is just a cube with a material without texture. Another concern. rotations are not set with any models with export 3ds max (in babylon). The others models (box, sphere, or him, rabbit...) take into account the rotations.It may be a problem with the engine and not with export it.scaling and position work. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 18, 2014 Author Share Posted June 18, 2014 3ds max export rotation to rotationQuaternion property Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 18, 2014 Share Posted June 18, 2014 You mean I can not use rotation?Because I use manipulator.js (gizmo) and it no longer works with rotations on export models 3ds max, but works with others models. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 18, 2014 Author Share Posted June 18, 2014 This means that 3ds max works with Quaternion. Two options here:- You can use mesh.Rotate to control rotation- I can try to add an option on the scene on 3ds max to export rotation vectors instead of quaternions. but beware, in this case rotations will not be exactly the same as in 3ds max (quaternion->euler is not working very well in 3ds max) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 18, 2014 Share Posted June 18, 2014 So I would have to make consistent with manipulator.js mesh.rotate plus mesh.rotation. I'll do that, it makes me masi make several other changes to my editor, particularly to safeguard the rotations of objects. Solution 2 might not be a problem on single models, but on scene complet, I guess it might not be correct. Am I wrong? maybe this solution 2 could be tested by activating properties in the export? Thanks Deltakosh Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 18, 2014 Author Share Posted June 18, 2014 Crashes should be fixed right now Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 19, 2014 Share Posted June 19, 2014 I got an error on the export of a model that says:export cancelled: the object reference is not set is an instance of an object. and 3ds max crash. Here are the models: Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 19, 2014 Author Share Posted June 19, 2014 could you try the new version? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 19, 2014 Share Posted June 19, 2014 Yes it works without crash. Thank you Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 19, 2014 Author Share Posted June 19, 2014 Still working on bones I keep you posted! Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 19, 2014 Share Posted June 19, 2014 Yes I've seen this on the GiT. I was wondering if is was functional or not, but I would prefer to wait for you concerning it officially. Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 20, 2014 Share Posted June 20, 2014 I added the files to the bin / assemblies directory, but babylon isnt an export option. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 20, 2014 Author Share Posted June 20, 2014 You should have a babylon menu in the main menu bar Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 20, 2014 Share Posted June 20, 2014 Cool the new version 0.5.3 with Skin and bones. I'll test it tomorrow. For the modifier (modificateur), it attaches the bone with \"Skin\" or \"Physic\" the biped are supported or not? Thanks DK Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 20, 2014 Author Share Posted June 20, 2014 It supports the Skin modifier Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 20, 2014 Share Posted June 20, 2014 Ok, and for the biped is ok too like to bone? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 20, 2014 Author Share Posted June 20, 2014 I'm not enough familiar with 3dsmax but if Biped generates skin modifier then this is ok Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 21, 2014 Share Posted June 21, 2014 In fact the biped is a ready-made human skeleton which saves time rather bone by bone. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 21, 2014 Author Share Posted June 21, 2014 You have to try:) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 21, 2014 Share Posted June 21, 2014 Yes, tomorrow I will try. I mainly use this method for the os. I think that it'll work. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 21, 2014 Share Posted June 21, 2014 I tested the export of a complete models with multi textures, bone and animations. 1) The export was to the end, but 3ds max to hide her little bar at the top .2) I can not change the scale, position, rotation of the model with mesh.scaling, mesh.position and mesh.rotation. pikedMesh does not work either.. 3) And I had the little things in red and light gray in the console of exporter, but I do not know if this is normal or not. But otherwise, everything is exported correctly, bones, animations, textures. My old bug report is resolved concerning mixed multiple textures. Here is the image of the console to export it: If you need models, I'd you send by PM some months ago. Thanks for this great export very useful. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 21, 2014 Author Share Posted June 21, 2014 Hello! 1. I do not understand this point:)2. Could you share the .max and .babylon file and tell me which objects are not controllable?3.The grey ones indicate the bones. The red errors indicate that some vertices have too many bones influences. Babylon does not support more than 4 bones per vertex Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 21, 2014 Share Posted June 21, 2014 Hi, Bon bas je vais expliquer en français pour être mieux compris. 1) La petite barre en haut dans 3ds max (avec le petit icone de sauvegarde) disparaît a la fin de l'exportation (suite aux erreurs je pense).2) le fichier max, je vous l'ai envoyer par MP il y a quelque temps, vous pouvez toujours le télécharger. Le modèle n’est tout simplement pas déplaçable, orientable ou scalable et pickmesh ne fonctionne pas. (peut être suite aux erreurs en rouge).3) Je m’étais tromper de modeles quand j'ai convertie en babylon. c'était pas mon fichier d'origine, il provenais d'un import dans Unity, mais cela reste étrange que mon modeles est 1 sommet attacher sur 5 ou 6 os.j'ai donc essayer avec celui d’origine et il me dit a l'export : la référence d'objet n’est pas définie a une instance d'un objets.La version précédente utiliser les os qui avait été convertie d'un biped a des des os et exporter en fbx pour Unity. Et la c’est avec le biped que j'ai cette erreur. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 21, 2014 Author Share Posted June 21, 2014 hum je veux bien que tu me renvoies le .max et les textures:) je vais regarder tout ca Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 21, 2014 Share Posted June 21, 2014 C'est fait a l'instant. Quote Link to comment Share on other sites More sharing options...
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