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MultiRess - too hard for n00b !

by Raimundas Patasius · in Artist Corner · 07/09/2004 (3:02 am) · 12 replies

I made a character from scrach (3DS Max 6) . But exporter not exports mesh . I get 3kb file and it works in Torque .

I tryed rexporter with original player.max file , and it worked for me .

Then I got an idea to find place where I made mistake .

This is there I have problem :

I deleted MultiRess::bodymesh in original player.max file then added new mesh (bodymesh1) in the same place there is bodymesh , then renamed to MultiRess::bodymesh , linked it to bodymesh , added multiress and made it 100% (as high detail as posible). Tryed to export , but exporter not exports my mesh , it seems that exporter do not see player .

Do I messed somting ?


Sorry for spelling :P

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#1
07/09/2004 (3:14 am)
For some reason the multires plugin for max 6 will not work. I have requested that an update be made. I am unaware of any updated. Max 5 works because it will use max 4 plugins. I have tried to recompile but I am not an avid programmer.

I will post if I find an update so you can get the exporter working.
#2
07/09/2004 (3:26 am)
But why I can export unedited player with my exporter ? And that green alien from Torque tools works too .
#3
07/09/2004 (3:33 am)
I think I understood that you want to tell ;) Can you give me 5 max MultiR plugin ?
#4
07/09/2004 (4:07 am)
Make sure you have followed the character documentation first.

i.e. create a snapshot of your skinmesh(not clone) then rename to MultiRes::skinName (<- whatever its called).Link this to your original skin. Set the LOD for each detail marker, then add the multires modifier and click generate.
#5
07/09/2004 (6:01 am)
"...Set the LOD for each detail marker..."

I'm useing snapshot - it creates editable mesh .
Tis is my problem !! :)
I add the multires modifier "MultiR"
But do not know how to set the LOD ?

You said "...Set the LOD for each detail marker, then add the multires modifier and click generate..."

So I understood that I have to set LOD not in "MultiR" . I thought that then you press Generate in "MultiR" it generates 1 LOD that is set .

2 weeks I'm trying to understand where is the problem . Eventualy I asked for help :)
#6
07/09/2004 (7:20 am)
I don't think that you have read the DTS Exporter Documentation clearly enough or else you could have answered your question there.

To very quickly sum up what you need to do...
1. Create a snapshot of your model at frame 1 in a posed state (ie. in the stance of the 'root' sequence). This will create a new editable mesh copy of your model. Note that the vertex placement of your player model with the skin modifer and the snapshot result must always be the same, if it's not, or if you adjust something your scene likely won't export or export properly unless you redo the snapshot (and the following steps) again.
2. Rename the snapshot model to "MultiRes::yourModelsName". What this will do is tell the exporter that there is a multires modifer on this mesh and it is in reference to another model in your scene with a skin modifier.
3. Add a multires modifier to your Mulitres mesh. Click on the 'generate' button on the Modifier (found in the Modify Command Panel) to generate the LOD within the modifier. Note that just pressing the generate button alone does not allow for a successful export, it simply stores your nodes data inside the modifier so that it can be run through the multires algorithms.
4. Run the Adjust LODs script and register your DTS details on your Multires mesh. You can also do this by hand by entering the appropriate text into the properties for the node. If you are unsure how to do this you should read this section of the DTS Exporter Docs. Both methods give you the same result. What this will do is register the details in your scene, now when the exporter runs through the scene to generate the DTS model it will find this property information and use it to generate the LODs based on the information stored in the Multires modifier.
5. Link the Multires node so that it is a child of the original Player model (that has the Skin modifier). This tells the exporter that the LOD information for the player model with the Skin modifier can be found on the linked Multres model.


It really is simple as pie. If you get lost or you are confused just go back and consult the documentation again, none of this is rocket science and anyone can honestly learn it.

Logan

Edit: fixed url tag that I didnt close
#7
07/09/2004 (7:50 am)
Ok thanks a lot . I just missed small part :)

I have AdjustLOD script I tryed it , but I think 3DS Max 6 not suports it . Anyone knows where to find good script for Max 6 ? Or just past it here ;)

Thans one more time !
#8
07/09/2004 (7:59 am)
Do it manually..
#9
07/09/2004 (1:44 pm)
Here is a FAQ entry on how to get a Macroscript to run (specificly the AdjustLODs script).
#10
07/10/2004 (1:14 am)
It works !!!

Thank you !
#11
11/07/2004 (10:17 pm)
I deleted multires:bodymes and all the details in scene except one, wich i renamed detail1, and also renamed the bodymesh to bodymesh1. worked fine. LOD i believe is good for many players at once on screen or low videocards wich is a bit odd and hard to find these days. Bottom line, works fine without multyres (I use max7). Cheers.
anyone know a good resource and possible complete about sequences on player? THANKS
#12
11/08/2004 (9:41 am)
Bravetree just released a character content pack that is an excellent example of a fully rigged and animated character. Just looking at their example would be a great boon for figuring out sequences.

You are correct that shapes will work fine without levels of detail. If you are still in the prototyping phase of your game, you can do without it and optimize later once you feel more confident. You can create levels of detail by hand without multires in applications that do not support it (such as Max6/7). It does make a huge difference when viewing many objects at great distance. No reason to render 3000 polys for a character that is 2 pixels tall.