Game Development Community

Max2dts exportation problem, during skin generation

by Terence M. · in Artist Corner · 02/05/2005 (5:35 pm) · 2 replies

G'day
ive been having a few problems today exporting the test character for a project im working on

the model is using max standard bones, but ive named them the same as the example model that comes with the exporter

the dump file ends after doing vertex 4121
im not sure why its up to that many vertices, the model only has ~600 verts, but maybe its meant to do that?

if anyone has the time to check it out, id really appreciate it.
-terry

http://home.exetel.com.au/tmc/sanctus/base_male.rar

#1
04/19/2005 (9:08 am)
Hello, I've had the same problem. MAX crashes every time I export a skinned character inside a vehicle. But since everything works fine in Torque, I haven't been stressing too much about it.
#2
04/19/2005 (9:14 am)
I have seen a few people with this problem. The good news is that it isnt the DTS exporter, the bad news is that its something local to your scene. Most of the time I have seen this happen the solution is one of the following:

1. Check the skin modifiers weight table for any unweighed verticies. Just because your model deforms properly in the viewport does not mean that there arent unweighted verticies according to the weight table, so double check! Yes this will take a long time but you need to do it. If you find any unweighed verticies, manually weight them and then adjust them. Try and export, if it still bombs out go to step 2.

2. Save the envolope data out to a file, nuke the skin modifier, reapply, load in the envelopes that you just saved out.

Logan