Weird exporting: no error, but nothing is exported
by Tim Lei · in Artist Corner · 06/03/2002 (11:43 am) · 5 replies
Hi, I face a strange situation while try to export my character. Here is what I have done: (bascially I follow the "Joker S Grin" tutorial in the Animation Forum)
1. Create a mesh
2. Use the "box trick" to reset transformation for my mesh
3. Create biped for my character
4. Snapshot my mesh, and name it MultiRes::Mesh
5. Create multi detail level using "AdjustLODS"
6. Create MOUNT NODES , BOUNDING BOXES AND OTHER NODES
7. Creat .CFG file just like the one in tutorial
AlwaysExport:
eye
cam
mount0
mount01
Mount02
NeverExport:
Bip01
Bip01 L Finger.nub
Bip01 R Finger.nub
Dummy*
Bip01 L Toe.nub
Bip01 R Toe.nub
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
8. Load the .cfg file and export my shape.
But what I only get a .dts file of 4kb, and it takes no time to finish the exporting. This is obviously incorrect, as I exported my mesh with biped without MultiRes before, and it took forever.
I check my dmup file, and it stops here:
**************************************
Sequences:
Material list:
material #0: "bell_texture".
material #1: "HumanSkin copy".
material #2: "Pant_Texture".
material #3: "shoes_texture".
material #4: "eye_texture".
material #5: "ring_texture".
Checking for duplicate nodes...
Checking for duplicate objects...
************************************
I really have no idea what is wrong. May someone have some suggestion, or is there anyone who had similar situation before?
Thank you!
1. Create a mesh
2. Use the "box trick" to reset transformation for my mesh
3. Create biped for my character
4. Snapshot my mesh, and name it MultiRes::Mesh
5. Create multi detail level using "AdjustLODS"
6. Create MOUNT NODES , BOUNDING BOXES AND OTHER NODES
7. Creat .CFG file just like the one in tutorial
AlwaysExport:
eye
cam
mount0
mount01
Mount02
NeverExport:
Bip01
Bip01 L Finger.nub
Bip01 R Finger.nub
Dummy*
Bip01 L Toe.nub
Bip01 R Toe.nub
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
8. Load the .cfg file and export my shape.
But what I only get a .dts file of 4kb, and it takes no time to finish the exporting. This is obviously incorrect, as I exported my mesh with biped without MultiRes before, and it took forever.
I check my dmup file, and it stops here:
**************************************
Sequences:
Material list:
material #0: "bell_texture".
material #1: "HumanSkin copy".
material #2: "Pant_Texture".
material #3: "shoes_texture".
material #4: "eye_texture".
material #5: "ring_texture".
Checking for duplicate nodes...
Checking for duplicate objects...
************************************
I really have no idea what is wrong. May someone have some suggestion, or is there anyone who had similar situation before?
Thank you!
#2
Thanks
06/03/2002 (12:38 pm)
So when I have multiple LOD, i should put the highest number on my MuliRes::mesh? So when 128 is my highest resolution, put MultiRes::mesh128? I will give it a try anyway.Thanks
#3
On MultiRes::Mesh's properties, I have the following level of detail code:
MULTIRES::DETAILS = 1.0,0.91,0.765,0.648,0.506,0.29,0.15,0.055
MULTIRES::SIZES = 145,80,60,30,18,12,6,3
Thanks!
06/03/2002 (12:41 pm)
Hmm.... it is not working.On MultiRes::Mesh's properties, I have the following level of detail code:
MULTIRES::DETAILS = 1.0,0.91,0.765,0.648,0.506,0.29,0.15,0.055
MULTIRES::SIZES = 145,80,60,30,18,12,6,3
Thanks!
#4
I didnt try to export with multires yet so im not sure what else could be wrong.
// Clocks out
06/03/2002 (12:53 pm)
Then you should try with 145 :)I didnt try to export with multires yet so im not sure what else could be wrong.
// Clocks out
#5
Check your object linking in the schematic view to ensure that everything is linked up correctly. I suspect that your failed export is occuring because of a incorrectly setup scene.
Logan
06/03/2002 (10:36 pm)
Tim was correct, you should have two meshes for your model, one called "modelname" and the other called "MultiRes::modelname". Modelname should be located in the root of the scene and multires::modelname should be linked as the child of modelname. The multires object should be created via a snapshot at frame 0 and the multires LOD information should be applied only to the multires::modelname object.Check your object linking in the schematic view to ensure that everything is linked up correctly. I suspect that your failed export is occuring because of a incorrectly setup scene.
Logan
Torque Owner Karsten "Clocks" Viese
4. Snapshot my mesh, and name it MultiRes::Mesh
Shouldnt this have a detail number attached to it?
MultiRes::Mesh128 (or whatever)
Your problem sound like it dont export any mesh cos no mesh with a detail number is present. Anyways give it a try.
// Clocks out