jiweigang1 Posted August 25, 2014 Share Posted August 25, 2014 i want to use bonesbut its look like that , i dont konw why the bones are visible and the position of them is not right Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 25, 2014 Share Posted August 25, 2014 Export you with what? blender, 3ds max? If it is 3ds max, What modifier use you to attach the mesh to the os?If blender, I don't know. I do not use it Quote Link to comment Share on other sites More sharing options...
jiweigang1 Posted August 25, 2014 Author Share Posted August 25, 2014 i use 3dmax and i use skin and bipedthank u very much Quote Link to comment Share on other sites More sharing options...
jiweigang1 Posted August 28, 2014 Author Share Posted August 28, 2014 @dad72 please help me ! thank you Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 28, 2014 Share Posted August 28, 2014 Your problem is strange. Can you send me by PM your model so I look. I can't understand the problem by looking at just the image. Quote Link to comment Share on other sites More sharing options...
jiweigang1 Posted August 29, 2014 Author Share Posted August 29, 2014 its another gamebut it has the same problem thank u very muchBone.rar.txt Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 29, 2014 Share Posted August 29, 2014 I spoke about the .max file to look at. Quote Link to comment Share on other sites More sharing options...
jiweigang1 Posted August 30, 2014 Author Share Posted August 30, 2014 its in it rename it to bone.rar Quote Link to comment Share on other sites More sharing options...
Dad72 Posted August 30, 2014 Share Posted August 30, 2014 No, I don't see any 3ds max file (file.max). I see with .babylon and tga images and folder empty. Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 2, 2014 Share Posted September 2, 2014 Dad72. My 3DSMax export (on my Win8.1 64bit machine) does exactly the same. Could you have a quick look at my Max file to see if I'm doing anything wrong?Base4_attached5.zip Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 2, 2014 Share Posted September 2, 2014 @bellengerd: 1) You have a "skin" modifier and modifier "physic". only "Skin" is supported. You can therefore remove the physic modifier.2) Select a bones and go to "movement" (small tab) 3) then select the character mode in order to then adjust the bones in the mesh.4) Then your skin modifier, you do not add the structure to the skin. When select you the mesh, you need to add the biped structure in the skin modifier property then edit envelopes eventuelement so that any mesh is deformable. Sorry if my English is not corect GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 2, 2014 Share Posted September 2, 2014 Thanks dad72, I'll rework the model and try again Quote Link to comment Share on other sites More sharing options...
jiweigang1 Posted September 3, 2014 Author Share Posted September 3, 2014 i found it here it is thank u dad721.rar.txt Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 3, 2014 Share Posted September 3, 2014 This is not the same model you have me send, but what I see is that it is a physical modifier that is use. This is not supported by babylon. It is necessary that you use a modifier 'skin'. which mean that all the animations will be lost, because you have to redo it with the new modifier. Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 3, 2014 Share Posted September 3, 2014 Dad72, I reworked the model but now have the same error multiple times "Too many bones influences per vertex". Is there anyway of quickly removing this? jiweigang1, sorry for asking questions on your post. My problem seems to be exactly the same as yours I think Quote Link to comment Share on other sites More sharing options...
Dad72 Posted September 3, 2014 Share Posted September 3, 2014 Yes you can adjust the number of influence a 4 instead of 20.for this: select the mesh, and then in the "setting advanced" you will find: "limit of allocation structure" which is a 20 by default. turn 4 and this should work.My 3ds max is in french, I don't know if it's name like that in English. so here in image: Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 3, 2014 Share Posted September 3, 2014 Many thanks Dad72, my model imports now. I have some other questions but I'll put them in a new topic Quote Link to comment Share on other sites More sharing options...
jiweigang1 Posted September 3, 2014 Author Share Posted September 3, 2014 thanks Dad72 do u make it works now ? @bellengerd can u send me the right model ? thank u very much Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 10, 2014 Share Posted September 10, 2014 Hi jiweigang1 I took dad72's comments and made changes to my own model, and it now imports into Babylon. I also added some code to delete the bones, so I now just see the model. Unfortunately I have another very unusual issue with my model now it's imported. The animation still doesn't play properly at all. Quote Link to comment Share on other sites More sharing options...
jiweigang1 Posted September 11, 2014 Author Share Posted September 11, 2014 hi bellengerd it works nowhttp://jiweigang1.github.io/res/http://jiweigang1.gi...res/index2.html u can have a try Quote Link to comment Share on other sites More sharing options...
bellengerd Posted September 11, 2014 Share Posted September 11, 2014 Good to see you've gotten there. Dad72 is an angel ! Dad72 1 Quote Link to comment Share on other sites More sharing options...
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