Before I give up on trying to export myself
by Chad Hunt · in General Discussion · 05/14/2002 (3:22 pm) · 10 replies
In the docs it tells me to link the multires mesh (polychop meshes in my case) to the original mesh then export it. Well when you do this it gives you an error and won't let you export because skin linked to node or something like that, whats the deal? when i set it up the other way with out the other meshes linked to the original mesh when it exports and i play animation through it the animation only shows up in the 128 mesh and not the ones with polychop. Any ideas? This is really holding up production all help would be greatly appreciated.
About the author
#2
In order to get it to work with polychop, you are going to need to make each detail level individually (each detail an individual mesh), and all of them will need to be skinned (if you are using the skin modifier) individually.
05/14/2002 (5:05 pm)
The instructions for setting up detail levels to work with MultiRes only work with the MultiRes modifier (the exporter was designed to work specifically with the modifier).In order to get it to work with polychop, you are going to need to make each detail level individually (each detail an individual mesh), and all of them will need to be skinned (if you are using the skin modifier) individually.
#3
tools..
snapshot..
mesh..
then applied polychop and adjusted the mesh to like 70%
and renamed it mesh64, the i hid that and repeated the porcess with the mesh128 to make mesh32 and mesh2. then i unhid all and registered details for the rest(mesh64,32,2) and then I collapsed the stack on all back to editable mesh. then i linked all the detail markers to the base dummy and the mesh64,32, and 2 to the start dummy.
I am at work now so I can not tell you more in great detail but that is the basic scene set up.
Any Ideas?
05/14/2002 (5:08 pm)
WEll, when i used polychop this is what i did:tools..
snapshot..
mesh..
then applied polychop and adjusted the mesh to like 70%
and renamed it mesh64, the i hid that and repeated the porcess with the mesh128 to make mesh32 and mesh2. then i unhid all and registered details for the rest(mesh64,32,2) and then I collapsed the stack on all back to editable mesh. then i linked all the detail markers to the base dummy and the mesh64,32, and 2 to the start dummy.
I am at work now so I can not tell you more in great detail but that is the basic scene set up.
Any Ideas?
#4
05/14/2002 (5:11 pm)
Unlink the lower detail meshes.
#5
If i unlink the ower details won't i get the error "to many subtrees" or no
now if i add the com skin to the rest of the details do they also need the start and base dummies?
05/14/2002 (5:41 pm)
So i need to unlink the mesh64,32,2 details? and also i need to apply the com skin tho the other meshes also?If i unlink the ower details won't i get the error "to many subtrees" or no
now if i add the com skin to the rest of the details do they also need the start and base dummies?
#6
You will have add the com skin to the lower detail meshes.
05/14/2002 (10:31 pm)
Skin meshes need to be unlinked. If the lower detail meshes are skin mehses, they will also need to be unlinked. You should create your detail markers manually, or at least check to make sure they are all in there and set up correctly (don't rely on register details for skin meshes)You will have add the com skin to the lower detail meshes.
#7
As for the detail markers I have checked to make sure they are there and also deleted those and created them by hand.
Now as for the lower detail meshes after I chop them down with poly chop and collapse the stack.....are you saying i need to reapply the com skin and set then envelopes for them again?
After tht should I link the lower detail meshes to the high detail mesh link you would if using multi res mesh? if not should i link it to the start dummy with the biped and link the detail markers to base dummy like the high detail mesh or should they be linked to the corresponding meshes themselves?
Thanks for ll your help guys and being patient.
05/15/2002 (2:51 pm)
OK, now I am getting alittle confused. I know that you can have only one subtree when exporting so how can the lower detail meshes be unlinked? As for the detail markers I have checked to make sure they are there and also deleted those and created them by hand.
Now as for the lower detail meshes after I chop them down with poly chop and collapse the stack.....are you saying i need to reapply the com skin and set then envelopes for them again?
After tht should I link the lower detail meshes to the high detail mesh link you would if using multi res mesh? if not should i link it to the start dummy with the biped and link the detail markers to base dummy like the high detail mesh or should they be linked to the corresponding meshes themselves?
Thanks for ll your help guys and being patient.
#8
You will need to reapply the skin modifier and redo the envelopes for the lower detal level meshes.
05/15/2002 (5:30 pm)
Skinned meshes are not the same as regular meshes. The exporter is smart enough to know that they have a 'skin' modifier on them. Unlink them, and have them float in the scene at the root level (not linked to anything)You will need to reapply the skin modifier and redo the envelopes for the lower detal level meshes.
#9
Thanks, that really clered things up.
05/15/2002 (5:43 pm)
Ahhhh! Good to go, as for the detail markers do i link them where the original detail marker is?Thanks, that really clered things up.
#10
05/15/2002 (6:35 pm)
Yes, Link the detail markers as you did you original detail marker
Associate Logan Foster
perPixel Studios
First, Polychop is not Multires, so why are you treating them as one and the same with regards to how you are using them and how you are setting up your scene to export?
Polychop is not controlled by Torque (unlike Multires, Torque has no clue what Polychop is or how to use it) and thus you have to use Polychop inside of Max on your LOD versions of your mesh (ie. meshname64, meshname32, meshname2) as opposed to Multires::meshname for the Multires modifier.
What you should be doing with polychop is using it as a quick way to bypass creating the LOD meshes by hand. You should apply it to say meshname64 and set it to 80%, put it again on meshname32 and set it to 50%, and so on.
If polychop still gives you grief you might need to collapse the modifier stack on your LOD meshes.
Second, with the Multires modifier and any of the LOD meshes (except for the main one) you do not use the skin modifier.
Logan