Need Help!
coil
Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
<div class="IPBDescription">At my wit's end</div> Disclaimer: as I'd really like this model to remain a surprise, I'd rather not give out specific information on it till it's released. So forgive my vagueness in this post. ^^
I've been working on a replacement model for one of the NS player models all weekend. I've finished the model and skinned it, and now am trying to get the skeleton rigged and exported to SMD. I'm using the default skeleton and animations for the model (eventually I'll make my own).
Here was my sequence of events:<ul><li>I used <a href='http://mojo.gmaxsupport.com' target='_blank'>this site's</a> SMD Importer script to import the default player model into 3dsmax5.
<li>I built, mapped, and skinned my original model, matching it up to the original.
<li>I deleted the original model.
<li>I used Skin to attach all vertices to the skeleton (I'm pretty sure I didn't screw up here).
<li>I exported the model as a reference SMD using both plugins from <a href='http://www.maxplugins.de/max4.php?search=valve' target='_blank'>this site</a>.
<li>I compiled the model using studiomdl and an essentially unmodified QC file (the only thing I changed was the name of the reference SMD).</ul>
I tried a few variations; I exported using both different plugins. I used MAX's "link" to link the mesh to the skeleton, or didn't link them. I re-imported the original, default SMD, and exported that for compiling. In all cases, studiomdl would compile the animations, load the skin file, and then give one of the following errors:
1) <b>unknown bonecontroller link 'Bip01 Head'</b>
If I removed the bonecontroller information from the QC file, studiomdl then gave this error:
2) <b>cannot find bone Bip01 Pelvis for bbox</b>
At def_one's suggestion, I downloaded Milkshape and imported both the original SMD and my MAX-exported SMD. The only difference between the two was that my SMD included an extra joint with the same name as my mesh (body01). When I imported the original into 3dsmax, exported it as an SMD, and then imported it in Milkshape, the same thing resulted - an extra joint with the same name as the model mesh.
def_one's next suggestion was that I use Physique instead of Skin; he even sent me a new biped skeleton that he had been using to animate the original model. It wasn't the same skeleton, but according to him it was functionally identical. I attached my model to it with Physique, then exported to SMD. The same two error messages resulted (Again, I tried both linking the mesh to the skeleton and not). Upon loading the SMD into Milkshape, I found two extra joints - one named body01 (my mesh), and one named Bip01 Footsteps.
And that's my story. I'm out of ideas, though I'll certainly talk to def_one more this evening (I hope). Anyone familiar with attaching skeletons in MAX, or who has had this problem before, PLEASE respond to this thread. I could really use a hand, and I *really* want to release this model.
I've been working on a replacement model for one of the NS player models all weekend. I've finished the model and skinned it, and now am trying to get the skeleton rigged and exported to SMD. I'm using the default skeleton and animations for the model (eventually I'll make my own).
Here was my sequence of events:<ul><li>I used <a href='http://mojo.gmaxsupport.com' target='_blank'>this site's</a> SMD Importer script to import the default player model into 3dsmax5.
<li>I built, mapped, and skinned my original model, matching it up to the original.
<li>I deleted the original model.
<li>I used Skin to attach all vertices to the skeleton (I'm pretty sure I didn't screw up here).
<li>I exported the model as a reference SMD using both plugins from <a href='http://www.maxplugins.de/max4.php?search=valve' target='_blank'>this site</a>.
<li>I compiled the model using studiomdl and an essentially unmodified QC file (the only thing I changed was the name of the reference SMD).</ul>
I tried a few variations; I exported using both different plugins. I used MAX's "link" to link the mesh to the skeleton, or didn't link them. I re-imported the original, default SMD, and exported that for compiling. In all cases, studiomdl would compile the animations, load the skin file, and then give one of the following errors:
1) <b>unknown bonecontroller link 'Bip01 Head'</b>
If I removed the bonecontroller information from the QC file, studiomdl then gave this error:
2) <b>cannot find bone Bip01 Pelvis for bbox</b>
At def_one's suggestion, I downloaded Milkshape and imported both the original SMD and my MAX-exported SMD. The only difference between the two was that my SMD included an extra joint with the same name as my mesh (body01). When I imported the original into 3dsmax, exported it as an SMD, and then imported it in Milkshape, the same thing resulted - an extra joint with the same name as the model mesh.
def_one's next suggestion was that I use Physique instead of Skin; he even sent me a new biped skeleton that he had been using to animate the original model. It wasn't the same skeleton, but according to him it was functionally identical. I attached my model to it with Physique, then exported to SMD. The same two error messages resulted (Again, I tried both linking the mesh to the skeleton and not). Upon loading the SMD into Milkshape, I found two extra joints - one named body01 (my mesh), and one named Bip01 Footsteps.
And that's my story. I'm out of ideas, though I'll certainly talk to def_one more this evening (I hope). Anyone familiar with attaching skeletons in MAX, or who has had this problem before, PLEASE respond to this thread. I could really use a hand, and I *really* want to release this model.
Comments
I think that could be the error you get when you don't assign a vertice to it? I'm not sure :/
are you sure you have the right animation smds in the folder?
1) I was told by one of the Nightwatch modelers that that's ok, and
2) Bip01 Head and Bip01 Pelvis both have vertices attached to them. /:
Anyone?? D: