der-ton’s 3DsMax md5exporter, Deformation problems after Exporting

Software: Other

Yunus, Newbie
Posted: 17 January 2014 03:09 PM   Total Posts: 3

Hi Guys,

For a project a want be use, the away builder.

So now, i have big troubleshooting with skinmodifier and bones, or other things i am not more sure, where the problem is.

I have a editable mesh, skin modifier, with two skeleton system rig, main rig: biped for animation, additional rig: bones for exporting.

If i exportet it works, so when i delet his skin modifier and i put it again then it dont works more, so i get deformation in my mesh.

So i have different scenes with models, some models it is from me other ones not, but all exported from the same machine, with 3ds max ( i used 2014) and der-ton’s 3DsMax md5exporter.

And a other nice think is, one friend exporting for me the objects from 3ds max 2012, so if i want to do with 3ds 2012 it doesnt works i get a error.

My friends machine crashed sometimes.


I put two images, one shows my differnt md5 export results, and the other one shows the erros that i get, if i try to export the same file with 3ds 2012.

I hope anyone have a idea.
Thank you guys.

Cheers Yunus

 

 

 

 

   

Yunus, Newbie
Posted: 17 January 2014 03:12 PM   Total Posts: 3   [ # 1 ]

if try to export with 3ds 2012, so i get this.

 

   

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theMightyAtom, Sr. Member
Posted: 17 January 2014 03:22 PM   Total Posts: 669   [ # 2 ]

It’s very difficult to say.
If I remember correctly, the bones in Away are limited to 4 bone influences per vertex. That might be worth looking at. Also having bones with “0” influence can cause problems, so make sure you remove them.

You can read my own experience with that plugin here.
http://videometry.blogspot.dk/2011/05/mocap-to-molehill-via-3d-studio-max-and.html

It was written for much older versions of Max.
If you are unable to export, I would seriously look at the sea3D exporter that uses it’s own Away3D classes and is built specifically for 3D Studio MAX.
https://code.google.com/p/sea3d/
This also exports materials with far more features than other formats.

Good Luck!

 

   

Yunus, Newbie
Posted: 20 January 2014 01:15 PM   Total Posts: 3   [ # 3 ]

Hi Thank you for your help.


I have test your sea3d and remove zero weights and bone limit effect…nothing helps.

So if I export it as awd from 3ds max with the awd exporter…then works.
but i have in this exporter settings for joints per vertex.

So i think it is bone per vertex problem, but i can not controll it in 3ds max.

 

   
   

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