GameMonetize Posted August 12, 2014 Author Share Posted August 12, 2014 Can you share your 3ds max scene? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 12, 2014 Share Posted August 12, 2014 yes: http://www.castorengine.com/babylon/Cellule.zip Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 12, 2014 Author Share Posted August 12, 2014 ok this is because you are using [use real world scale] on the texture (this is not supported) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 12, 2014 Share Posted August 12, 2014 What could this be supported? The textures are often need adjustment like this. J'ajuste souvent les textures de cette façons. mais tout est par défaut, je ne fait que mettre une texture diffuse, ajouter un mapping UVW et ajuster la texture, suivant le nombre de fois que doit ce répéter la textures en largeur et hauteur. c’est la base minimum pour texturer. Je ne comprend pas ce qui n’est pas soutenue. Thanks Deltakosh Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 12, 2014 Author Share Posted August 12, 2014 ben tu n'en as pas besoin tu fais pareil sans ca. Tu regles ton offset pareil. Je bosse avec UbiSoft et je peux te grantir qu'ils ne se servent jamais de ca ca coute trop cher au rendu apres (en terme de calculs necessaires) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 13, 2014 Share Posted August 13, 2014 Tu veux dire le mapping UVW, j'en ai pas besoin ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 13, 2014 Author Share Posted August 13, 2014 Nan juste la case a cocher "Use real world size":) le reste tu peux t'en servir sans soucis Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 13, 2014 Author Share Posted August 13, 2014 Utiliser échelle réaliste en français:) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 13, 2014 Share Posted August 13, 2014 Ah, ok. Je n'avais jamais fait attention à ca, qui est coché par défaut. Je crois que beaucoup de gens ne le sachant pas, peuvent faire avoir avec cette fonction qui est coché par défaut. Merci Deltakosh. cela fonctionne, j'aurais appris quelque chose. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 18, 2014 Share Posted August 18, 2014 It would be possible to have a box checked to an object select visibility to true or false. At the moment I use a transparent texture to replace it, but a checkbox to say that an object is hide from the scene but still present would to be interesting. It would be possible? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 19, 2014 Author Share Posted August 19, 2014 I added support for "Export selected only" so you can use it to export only the objects and cameras you want. But in the meantime, export supports visibility so if you set object's visibility to 0 this will be exported Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 19, 2014 Share Posted August 19, 2014 Ah yes, I view opacity on the materials. Quote Link to comment Share on other sites More sharing options...
bellengerd Posted August 24, 2014 Share Posted August 24, 2014 Tried using the exporter for the first time with a model (with the skin modifier) and a biped along with a walking animation that looks good in 3dsMax. But when I bring the exported model into Babylon the biped is separate to the model. Has anyone seen anything like this? Quote Link to comment Share on other sites More sharing options...
bellengerd Posted August 26, 2014 Share Posted August 26, 2014 I wondered if anyone had a sample max file, containing a model and biped that correctly exports to babylon, so I can see the differences between it and the problem I have with my model Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 2, 2014 Author Share Posted September 2, 2014 You can just set the visibility property of your biped objects to 0. This should work Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 11, 2014 Share Posted September 11, 2014 Thanks Deltakosh, the bones are now hidden. I do though Now have another issue. Within 3DSMax my simple walk animation looks ok (just legs moving no arms as yet), but when exported to Babylon it looks ridiculous. Has anyone seen this happen to them? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 11, 2014 Author Share Posted September 11, 2014 I dunno but I'm sure that Dad72 can help you though Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 11, 2014 Share Posted September 11, 2014 @bellengerd: You must set the influences of the os on the mesh. It seems that some vertexs of your mesh is not influenced by the os. To this you must edit the envelope of each os. Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 12, 2014 Share Posted September 12, 2014 Dad72, this is a bit beyond my knowledge of max now. What do you mean by "os" Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 12, 2014 Share Posted September 12, 2014 oops, os (frensh) = bones (english) When select you an os after you activate the button Edit envelope, You can enlarge the envelope so that all vertices of the mesh be influenced. May be you could find a tutorial on the subject and to see how this happens. Quote Link to comment Share on other sites More sharing options...
Xeonzinc Posted September 14, 2014 Share Posted September 14, 2014 I'm having exactly the same issue with getting my 3DS max walking animation into Babylon, it's fine in 3ds max but completely distorted in babylon. Dad72: As far as I can tell from 3ds max all vertices are influenced by at least one bone even if they are outside the envelope? I've illustrated this in the image, the vertices at the bottom of the arm are fully weighted to the bone selected despite being outside the envelope? http://i59.tinypic.com/2vkglyg.jpg Are you saying Babylon needs every single vertex to be inside an envelope and just being weighted to the bone isn't enough? *I've just noticed this works in 3ds max because I have the "Weight All Vertices" check box in 3ds max ticked. Given that every vertex is definitely weighted to a bone is there something else which could be causing the distortion? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 14, 2014 Share Posted September 14, 2014 On your picture I see some point which shall not be taken into account by the os. It is necessary to enlarge the envelope. Quote Link to comment Share on other sites More sharing options...
Xeonzinc Posted September 20, 2014 Share Posted September 20, 2014 Ok, I've changed it so every vertex is within a bone envelope but the problem remains the same? Here is the distortion: http://i60.tinypic.com/9tgac5.pngHere is the max file: http://ge.tt/4QXqnGy1/v/0 Does anyone have any idea what else could be going wrong? • Are there any other settings in 3ds max which are required? (I've tried 'maximum bone influences' @ 3) • Is there any transformation in babylon which might cause the skeleton to become misaligned from the mesh? Quote Link to comment Share on other sites More sharing options...
Seyren Posted September 24, 2014 Share Posted September 24, 2014 Hi, not sure if someone got this before but, a day out of nowhere i got this error. http://puu.sh/bMcOO/8a0e50198d.txt < here is the whoIe thing in case it heIps. This happens when on the exporter window i open the save file dialog, i save and then after closing it this happens. I also tried to manually paste the path of where i want to save it but after pasting it the error shows up. So after this it lets me export which is okay, the file gets created successfully, but after that the whole program closes, am i the only one with this issue? It really came from nowhere. I'm using 3DS Max 2015, Windows 8.1 64 bits. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 25, 2014 Author Share Posted September 25, 2014 I'll fix that quickly Seyren 1 Quote Link to comment Share on other sites More sharing options...
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