Error exporting model
by Erik Madison · in Torque Game Engine · 03/30/2002 (8:09 pm) · 2 replies
Having finally gotten simple shapes working, Im now playing with character models. I can export the example file just fine, and I've studied it hard.
As I have quite a few old halflife models I made long ago lying around, I decided to try a few of them. I made what I felt were the needed changes, and overall it looks good. However, max4 continually crashes upon exporting.
Checking the dump file, passes 1 and 2 appear pretty similiar to what the good example generates. This line is where I always seem to crash:
Third pass: Collapsing unneeded nodes...
Is there a simple answer to this? Or is it one of a hundred possibles?
As I have quite a few old halflife models I made long ago lying around, I decided to try a few of them. I made what I felt were the needed changes, and overall it looks good. However, max4 continually crashes upon exporting.
Checking the dump file, passes 1 and 2 appear pretty similiar to what the good example generates. This line is where I always seem to crash:
Third pass: Collapsing unneeded nodes...
Is there a simple answer to this? Or is it one of a hundred possibles?
About the author
#2
First off, I have removed physique, and replaced it with the skin modifier.
The skeleton is basically default bip01_xx, but valve did rename a few of them. bip01_forearm is now bip01_arm1, etc. Nothing very drastic there.
I yanked all the standard bones they added, which were used for facial animations only. This didn't change the structure at all. I added the dummies eye, cam, mount0, ski0, ski1, unlink.
Bounds dummy is fine, pass 1 will yell about that if not. The vertices are all used and weighted, pass 2 complains about that one. STL_check says the one piece mesh is fine, so that shouldn't be the problem either.
I wondered if perhaps it had to do with which bones I chose to skin, but the docs say it doesn't really matter, just choose conservatively. I also left the envelopes at their default weights for the moment, since they did appear to at least catch all vertices. Would it matter if they overlapped a bit? eg, the neck and head envelopes appear to share a few vertices. But then, that appears to all get checked in export pass 2.
03/31/2002 (5:48 am)
For my control model, Im using gordon from the HL sdk. All other models are based on this skeleton, so once it exports, everything else will.First off, I have removed physique, and replaced it with the skin modifier.
The skeleton is basically default bip01_xx, but valve did rename a few of them. bip01_forearm is now bip01_arm1, etc. Nothing very drastic there.
I yanked all the standard bones they added, which were used for facial animations only. This didn't change the structure at all. I added the dummies eye, cam, mount0, ski0, ski1, unlink.
Bounds dummy is fine, pass 1 will yell about that if not. The vertices are all used and weighted, pass 2 complains about that one. STL_check says the one piece mesh is fine, so that shouldn't be the problem either.
I wondered if perhaps it had to do with which bones I chose to skin, but the docs say it doesn't really matter, just choose conservatively. I also left the envelopes at their default weights for the moment, since they did appear to at least catch all vertices. Would it matter if they overlapped a bit? eg, the neck and head envelopes appear to share a few vertices. But then, that appears to all get checked in export pass 2.
Associate Logan Foster
perPixel Studios
If I were to take some guesses I would look at:
- Bounds object: named correctly? is it a polygonal mesh (and not a dummy)?
- Skin Modifier: every vertex on your mesh needs to be weighted
- The model iteslf: No holes, double edges, etc. on your mesh? Do you have your model segmented (ie. hands and arms are two seperate objects) and if so, do you have the vertecies for both of these objects on roughly the same world space coordinates?
That is all that I can think of right now since those are the typical areas where an object fails. If that does not help you, you should upload a copy of your file to to a location where someone can download it (or else please provide us with more information so that we can help troubleshoot your problem with you).
Logan