MultiRes error on player.dts export
by N R Bharathae · in General Discussion · 11/04/2003 (9:47 am) · 13 replies
Hello Folks, I've just completed my first test player.dts export to the Torque demo and got an error I don't know what to do with. It reads;
'Multiple mesh modification not supported. Please remove this application of the MultiRes modifier from the stack.'
Now I'm using Max 5 and I've already replaced the Max 5 MultiRes with the Max 4 version. Following both Section II Exporting Characters of the Torque Doc and Jokersgrin's tut I worked my way through the process. Toward the end I selected all then hit the Export function in the DTS exporter but was then given this error.
Any help? Thanks.
'Multiple mesh modification not supported. Please remove this application of the MultiRes modifier from the stack.'
Now I'm using Max 5 and I've already replaced the Max 5 MultiRes with the Max 4 version. Following both Section II Exporting Characters of the Torque Doc and Jokersgrin's tut I worked my way through the process. Toward the end I selected all then hit the Export function in the DTS exporter but was then given this error.
Any help? Thanks.
#2
The only real difference between your models and mine own is that your's didn't have a MultiRes modifier in the stack. It looks like the female model just had one level of detail, if I read through all that correctly. But something did occur to me.
When I made my model I broke up the original into five parts and separated the parts into different Max files. In other words I made head, torso, pelvis, leg and arm models then merged them all into a solid unit before I rigged the biped skeleton.
I did this because I wanted to be able to make changes to each part without the other parts being affected. Also this made multimapping easier to manage. When I merged all the parts I welded everything together then attached the biped.
Could this be causing the exporter to read the mesh as five different parts instead of one?
This is the only thing I can think of at the moment. If anyone has another suggestion please throw it out.
11/04/2003 (4:38 pm)
@Britton, it was interesting to have a look at your max models. There were some things I found that helped me correct my approach to the model but nothing regarding MultiRes or even multiple meshes in the scene. The only real difference between your models and mine own is that your's didn't have a MultiRes modifier in the stack. It looks like the female model just had one level of detail, if I read through all that correctly. But something did occur to me.
When I made my model I broke up the original into five parts and separated the parts into different Max files. In other words I made head, torso, pelvis, leg and arm models then merged them all into a solid unit before I rigged the biped skeleton.
I did this because I wanted to be able to make changes to each part without the other parts being affected. Also this made multimapping easier to manage. When I merged all the parts I welded everything together then attached the biped.
Could this be causing the exporter to read the mesh as five different parts instead of one?
This is the only thing I can think of at the moment. If anyone has another suggestion please throw it out.
#3
11/04/2003 (6:32 pm)
Could you give some additional information as to what exactly your problem is, you never explained the error that you were receiving or what exactly was going wrong.
#4
Well the problem is I don't know what the problem is:) I followed two tutorials on how to export player models as stated above. When I was ready to export I hit the Whole Shape button on the DTS exporter and got the error I'm talking about. The text of the error is printed above.
Britton is suggesting the error might point to more than one mesh in the scene which seems logical but I rechecked it and found only the original bodymesh of the model and the MultiRes version. Two meshes yes but these are supposed to be there, no? All of the other dummy objects are present as required.
Now last night I did try to export again only this time I got an error stating the skin modifier should be unlinked from the bodymesh. I don't know if that has anything to do with the first error so I'm still problem solving.
Briefly, I made my model complete with UV's- used the 'box method' to reset the transforms- checked the axis position- fit the biped- added the skin modifier and weighed the vertices- applied the MultiRes modifier and adjusted eight levels of detail for the MultiRes::bodymesh snapshot of the original model- added the bounding box, detail dummies and eye/cam dummies- then exported and received the error as described.
I didn't realize I was suppose to move the MultiRes snapshot into a pose before exporting. That's one thing I have to fix but I can't imagin that would keep the model from exporting.
I did find some problems when I compared my model to Britton's but I'm still looking for a solution. I'm posting here because I thought someone might know about this MultiRes error.
11/05/2003 (2:39 am)
Hello Logan-Well the problem is I don't know what the problem is:) I followed two tutorials on how to export player models as stated above. When I was ready to export I hit the Whole Shape button on the DTS exporter and got the error I'm talking about. The text of the error is printed above.
Britton is suggesting the error might point to more than one mesh in the scene which seems logical but I rechecked it and found only the original bodymesh of the model and the MultiRes version. Two meshes yes but these are supposed to be there, no? All of the other dummy objects are present as required.
Now last night I did try to export again only this time I got an error stating the skin modifier should be unlinked from the bodymesh. I don't know if that has anything to do with the first error so I'm still problem solving.
Briefly, I made my model complete with UV's- used the 'box method' to reset the transforms- checked the axis position- fit the biped- added the skin modifier and weighed the vertices- applied the MultiRes modifier and adjusted eight levels of detail for the MultiRes::bodymesh snapshot of the original model- added the bounding box, detail dummies and eye/cam dummies- then exported and received the error as described.
I didn't realize I was suppose to move the MultiRes snapshot into a pose before exporting. That's one thing I have to fix but I can't imagin that would keep the model from exporting.
I did find some problems when I compared my model to Britton's but I'm still looking for a solution. I'm posting here because I thought someone might know about this MultiRes error.
#5
11/06/2003 (11:03 pm)
Upload a copy of your scene so that I can take a look at it and help you figure out what is going wrong.
#6
At any rate I made these changes and the model did export, a check of the Dump file confirmed this. But when I put the model files in the Torque Demo it crashed so I tried exporting again but this time I was given an error that said it could not collapse Bip01 L Finger0 because it was a bone. If you could check this I'd appreciate it.
11/07/2003 (7:13 am)
Thanks for the offer. If you tell me where to upload the model I'll do that, but this morning I think I found the problems. I needed to unlink the bodymesh and MultiRes::bodymesh from Bip01. This unlinked the skin modifier, taking care of the skin modifier error I was getting. I also needed to check all the detail level buttons on the AdjustLOD script. When I didn't do this the first time the LOD information wasn't registered on the model. At any rate I made these changes and the model did export, a check of the Dump file confirmed this. But when I put the model files in the Torque Demo it crashed so I tried exporting again but this time I was given an error that said it could not collapse Bip01 L Finger0 because it was a bone. If you could check this I'd appreciate it.
#7
Matt
11/07/2003 (7:30 am)
What kinda config file are you using? Why don't post it. Good chance thats the problem.Matt
#8
AlwaysExport:
eye
cam
mount0
mount1
mount2
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Bip01 L Toe*
Bip01 R Toe*
=Paras::T2Autodetal 250
Now to test this I deleted the 'Bip01 L Finger*' line from the config file and it exported but still crashed the Torque demo when I tried to open the application. When I put it back I got the same error about the L Finger bone at export. So I know it has to do with the config file but I'm getting confused about what's causing the demo to crash.
11/07/2003 (8:16 am)
I pulled a tut for character export off the Torkland website. In it they use a dtsDefault.cfg. This is suppose to be a stripped down, basic config file. Its info is below;AlwaysExport:
eye
cam
mount0
mount1
mount2
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Bip01 L Toe*
Bip01 R Toe*
=Paras::T2Autodetal 250
Now to test this I deleted the 'Bip01 L Finger*' line from the config file and it exported but still crashed the Torque demo when I tried to open the application. When I put it back I got the same error about the L Finger bone at export. So I know it has to do with the config file but I'm getting confused about what's causing the demo to crash.
#9
11/07/2003 (10:43 am)
Just find some free web space somewhere and upload the file, it's not that difficult and it will likely result in your problem getting solved in the next 24 hours instead of the next 24 days.
#10
1) Your "bodymesh145" node should be simply named "bodymesh". You do not need the trailing number after the name because you are using MultiRes.
2) Your multires geometry is incorrectly positioned! You have your multires node floating far above your character. It needs to be at the exact same position as the "bodymesh" node with all of the verticies in the same positions if it is going to work. You can solve this by simply going into the vertex sub-object mode of your Edit Mesh modifier on the node, select everything, then use vertex snap to snap the mutires model data onto the exact same position as your "bodymesh" node (its a simple click and drag operation that takes about 2 seconds to complete).
3) Your CFG file is telling the export to not use the Finger and Toe biped parts, yet in your "bodymesh" node you have the skin modifier told to use them!? Either remove the erronious data from the CFG file or remove the linking to these biped nodes in the skin modifier.
After doing what I mentioned above I got the model to export and show up in ShowTool without any problems. It is really a small fix that you can do in a couple of minutes at most.
Other Notes:
- I do not know if you are going to be changing the textures afterwards, but using more than 1 512x512 texture map does have an adverse performance on the engine (no idea what using 5 will do). Also, using multiple textures on a single mesh has also been found to affect the engines performance.
- If you plan on using the default Torque animations, you will need to remove the finger and toe biped nodes from your skin modifier list.
Logan
11/11/2003 (8:55 am)
Sorry for the delay but I took a look at the model that you were having problems with and this is what I found...1) Your "bodymesh145" node should be simply named "bodymesh". You do not need the trailing number after the name because you are using MultiRes.
2) Your multires geometry is incorrectly positioned! You have your multires node floating far above your character. It needs to be at the exact same position as the "bodymesh" node with all of the verticies in the same positions if it is going to work. You can solve this by simply going into the vertex sub-object mode of your Edit Mesh modifier on the node, select everything, then use vertex snap to snap the mutires model data onto the exact same position as your "bodymesh" node (its a simple click and drag operation that takes about 2 seconds to complete).
3) Your CFG file is telling the export to not use the Finger and Toe biped parts, yet in your "bodymesh" node you have the skin modifier told to use them!? Either remove the erronious data from the CFG file or remove the linking to these biped nodes in the skin modifier.
After doing what I mentioned above I got the model to export and show up in ShowTool without any problems. It is really a small fix that you can do in a couple of minutes at most.
Other Notes:
- I do not know if you are going to be changing the textures afterwards, but using more than 1 512x512 texture map does have an adverse performance on the engine (no idea what using 5 will do). Also, using multiple textures on a single mesh has also been found to affect the engines performance.
- If you plan on using the default Torque animations, you will need to remove the finger and toe biped nodes from your skin modifier list.
Logan
#11
11/11/2003 (9:12 am)
Thanks for your corrections.
#12
I am currently looking to figure out why.
I do know that it is sometimes possible to remove the modifier and the model still exports. But the issue is this is not always garentee that it works. :/
11/11/2003 (7:17 pm)
No one that I know of has figured out why the multires modifier on the stack crashes max.I am currently looking to figure out why.
I do know that it is sometimes possible to remove the modifier and the model still exports. But the issue is this is not always garentee that it works. :/
#13
Rex
11/11/2003 (7:44 pm)
I read the above .cfg file and see that the autodetail is turned on? I thought that if a MultiRes was applied to a deforming mesh, it wouldn't work in the engine correctly? and had to be turned off? I'm lost about this...I thought I had read this in the documents?? that particular paragraph and the above one still confuse the heck out of me...Rex
Torque Owner Britton LaRoche
You can download this sample file and take a look at it. I hope this helps.