Auto Detail crash on export.
by Adam Wilson · in Artist Corner · 07/30/2007 (1:40 pm) · 15 replies
This is the Dump file
-----------------------------------
Exporter Report
Begin reading config file "C:\Documents and Settings\awilson\Desktop\man\Torque Game Engine\man\Scaled\scaledTestOK.cfg".
Always export node: "Eye"
Always export node: "Cam"
Always export node: "Mount0"
Always export node: "Light1"
Always export node: "Light0"
Always export node: "Mount1"
Always export node: "Mount2"
Always export node: "Ski1"
Always export node: "Ski0"
Always export node: "Unlink"
Never export node: "Bip01 HeadNub"
Never export node: "Bip01 L Finger0Nub"
Never export node: "Bip01 L Finger1Nub"
Never export node: "Bip01 R Finger0Nub"
Never export node: "Bip01 R Finger1Nub"
Never export node: "Bip01 R Toe0Nub"
Never export node: "Bip01 L Toe0Nub"
Dump::NodeCollection enabled.
Dump::ShapeConstruction enabled.
Dump::NodeCulling enabled.
Dump::NodeStates enabled.
Dump::NodeStateDetails enabled.
Dump::ObjectStates enabled.
Dump::ObjectStateDetails enabled.
Dump::ObjectOffsets enabled.
Dump::SequenceDetails enabled.
Dump::ShapeHierarchy enabled.
Unknown bool parameter "Error::AllowEmptySubtrees"
Unknown bool parameter "Error::AllowCrossedDetails"
Error::AllowUnusedMeshes enabled.
Unknown bool parameter "Sequence::defaultCyclic"
Unknown bool parameter "Sequence::defaultBlend"
Unknown bool parameter "Sequence::defaultFirstLastFrameSame"
Unknown bool parameter "Sequence::defaultUseFrameRate"
Unknown bool parameter "Sequence::defaultIgnoreGroundTransform"
Unknown bool parameter "Sequence::defaultUseGroundFrameRate"
Unknown bool parameter "Sequence::defaultEnableMorphAnimation"
Unknown bool parameter "Sequence::defaultEnableVisAnimation"
Unknown bool parameter "Sequence::defaultEnableTransformAnimation"
Unknown bool parameter "Sequence::defaultForceMorphAnimation"
Unknown bool parameter "Sequence::defaultForceVisAnimation"
Unknown bool parameter "Sequence::defaultForceTransformAnimation"
Unknown bool parameter "Sequence::defaultOverrideDuration"
Unknown parameter "Sequence::defaultFrameRate"
Unknown parameter "Sequence::defaultGroundFrameRate"
Unknown parameter "Sequence::defaultDuration"
Unknown parameter "Sequence::defaultNumFrames"
Unknown parameter "Sequence::defaultNumGroundFrames"
Unknown parameter "Sequence::defaultDefaultSequencePriority"
Unknown bool parameter "Param::EnableTwoSidedMaterials"
Param::CollapseTransforms enabled.
Param::SequenceExport enabled.
Params::AnimationDelta = 0.000100
Unknown parameter "Params::MaxFrameRate"
Params::SkinWeightThreshhold = 0.001000
Params::weightsPerVertex = 10
Unknown parameter "Params::baseTexturePath"
SmoothingGroup::IgnoreDuringCollapse disabled.
End reading config file.
First pass: enumerate scene...
Processing Node Bip01 with parent Scene Root
Mesh "Bip01" with parent "Scene Root" added to entry list
Processing Node Bip01 Footsteps with parent Bip01
Processing Node Bip01 Pelvis with parent Bip01
Processing Node Bip01 Spine with parent Bip01 Pelvis
Processing Node Bip01 Spine1 with parent Bip01 Spine
Processing Node Bip01 Spine2 with parent Bip01 Spine1
Processing Node Bip01 Neck with parent Bip01 Spine2
Processing Node Bip01 Head with parent Bip01 Neck
Processing Node Bip01 HeadNub with parent Bip01 Head
Processing Node Eye with parent Bip01 Head
Processing Node Cam with parent Bip01 Head
Processing Node Bip01 L Clavicle with parent Bip01 Neck
Processing Node Bip01 L UpperArm with parent Bip01 L Clavicle
Processing Node Bip01 L Forearm with parent Bip01 L UpperArm
Processing Node Bip01 L Hand with parent Bip01 L Forearm
Processing Node Bip01 L Thumb0 with parent Bip01 L Hand
Processing Node Bip01 L Thumb01 with parent Bip01 L Thumb0
Processing Node Bip01 L Thumb02 with parent Bip01 L Thumb01
Processing Node Bip01 L Finger0Nub with parent Bip01 L Thumb02
Processing Node Bip01 L Finger0 with parent Bip01 L Hand
Processing Node Bip01 L Finger01 with parent Bip01 L Finger0
Processing Node Bip01 L Finger02 with parent Bip01 L Finger01
Processing Node Bip01 L Finger1Nub with parent Bip01 L Finger02
Processing Node Bip01 R Clavicle with parent Bip01 Neck
Processing Node Bip01 R UpperArm with parent Bip01 R Clavicle
Processing Node Bip01 R Forearm with parent Bip01 R UpperArm
Processing Node Bip01 R Hand with parent Bip01 R Forearm
Processing Node Bip01 R Thumb0 with parent Bip01 R Hand
Processing Node Bip01 R Thumb01 with parent Bip01 R Thumb0
Processing Node Bip01 R Thumb02 with parent Bip01 R Thumb01
Processing Node Bip01 R Finger0Nub with parent Bip01 R Thumb02
Processing Node Bip01 R Finger0 with parent Bip01 R Hand
Processing Node Bip01 R Finger01 with parent Bip01 R Finger0
Processing Node Bip01 R Finger02 with parent Bip01 R Finger01
Processing Node Bip01 R Finger1Nub with parent Bip01 R Finger02
Processing Node Mount0 with parent Bip01 R Hand
Processing Node Light1 with parent Bip01 Spine2
Processing Node Light0 with parent Bip01 Spine2
Processing Node Mount1 with parent Bip01 Spine2
Processing Node Mount2 with parent Bip01 Spine2
Processing Node Bip01 R Thigh with parent Bip01 Spine
Processing Node Bip01 R Calf with parent Bip01 R Thigh
Processing Node Bip01 R Foot with parent Bip01 R Calf
Processing Node Bip01 R Toe0 with parent Bip01 R Foot
-----------------------------------
Exporter Report
Begin reading config file "C:\Documents and Settings\awilson\Desktop\man\Torque Game Engine\man\Scaled\scaledTestOK.cfg".
Always export node: "Eye"
Always export node: "Cam"
Always export node: "Mount0"
Always export node: "Light1"
Always export node: "Light0"
Always export node: "Mount1"
Always export node: "Mount2"
Always export node: "Ski1"
Always export node: "Ski0"
Always export node: "Unlink"
Never export node: "Bip01 HeadNub"
Never export node: "Bip01 L Finger0Nub"
Never export node: "Bip01 L Finger1Nub"
Never export node: "Bip01 R Finger0Nub"
Never export node: "Bip01 R Finger1Nub"
Never export node: "Bip01 R Toe0Nub"
Never export node: "Bip01 L Toe0Nub"
Dump::NodeCollection enabled.
Dump::ShapeConstruction enabled.
Dump::NodeCulling enabled.
Dump::NodeStates enabled.
Dump::NodeStateDetails enabled.
Dump::ObjectStates enabled.
Dump::ObjectStateDetails enabled.
Dump::ObjectOffsets enabled.
Dump::SequenceDetails enabled.
Dump::ShapeHierarchy enabled.
Unknown bool parameter "Error::AllowEmptySubtrees"
Unknown bool parameter "Error::AllowCrossedDetails"
Error::AllowUnusedMeshes enabled.
Unknown bool parameter "Sequence::defaultCyclic"
Unknown bool parameter "Sequence::defaultBlend"
Unknown bool parameter "Sequence::defaultFirstLastFrameSame"
Unknown bool parameter "Sequence::defaultUseFrameRate"
Unknown bool parameter "Sequence::defaultIgnoreGroundTransform"
Unknown bool parameter "Sequence::defaultUseGroundFrameRate"
Unknown bool parameter "Sequence::defaultEnableMorphAnimation"
Unknown bool parameter "Sequence::defaultEnableVisAnimation"
Unknown bool parameter "Sequence::defaultEnableTransformAnimation"
Unknown bool parameter "Sequence::defaultForceMorphAnimation"
Unknown bool parameter "Sequence::defaultForceVisAnimation"
Unknown bool parameter "Sequence::defaultForceTransformAnimation"
Unknown bool parameter "Sequence::defaultOverrideDuration"
Unknown parameter "Sequence::defaultFrameRate"
Unknown parameter "Sequence::defaultGroundFrameRate"
Unknown parameter "Sequence::defaultDuration"
Unknown parameter "Sequence::defaultNumFrames"
Unknown parameter "Sequence::defaultNumGroundFrames"
Unknown parameter "Sequence::defaultDefaultSequencePriority"
Unknown bool parameter "Param::EnableTwoSidedMaterials"
Param::CollapseTransforms enabled.
Param::SequenceExport enabled.
Params::AnimationDelta = 0.000100
Unknown parameter "Params::MaxFrameRate"
Params::SkinWeightThreshhold = 0.001000
Params::weightsPerVertex = 10
Unknown parameter "Params::baseTexturePath"
SmoothingGroup::IgnoreDuringCollapse disabled.
End reading config file.
First pass: enumerate scene...
Processing Node Bip01 with parent Scene Root
Mesh "Bip01" with parent "Scene Root" added to entry list
Processing Node Bip01 Footsteps with parent Bip01
Processing Node Bip01 Pelvis with parent Bip01
Processing Node Bip01 Spine with parent Bip01 Pelvis
Processing Node Bip01 Spine1 with parent Bip01 Spine
Processing Node Bip01 Spine2 with parent Bip01 Spine1
Processing Node Bip01 Neck with parent Bip01 Spine2
Processing Node Bip01 Head with parent Bip01 Neck
Processing Node Bip01 HeadNub with parent Bip01 Head
Processing Node Eye with parent Bip01 Head
Processing Node Cam with parent Bip01 Head
Processing Node Bip01 L Clavicle with parent Bip01 Neck
Processing Node Bip01 L UpperArm with parent Bip01 L Clavicle
Processing Node Bip01 L Forearm with parent Bip01 L UpperArm
Processing Node Bip01 L Hand with parent Bip01 L Forearm
Processing Node Bip01 L Thumb0 with parent Bip01 L Hand
Processing Node Bip01 L Thumb01 with parent Bip01 L Thumb0
Processing Node Bip01 L Thumb02 with parent Bip01 L Thumb01
Processing Node Bip01 L Finger0Nub with parent Bip01 L Thumb02
Processing Node Bip01 L Finger0 with parent Bip01 L Hand
Processing Node Bip01 L Finger01 with parent Bip01 L Finger0
Processing Node Bip01 L Finger02 with parent Bip01 L Finger01
Processing Node Bip01 L Finger1Nub with parent Bip01 L Finger02
Processing Node Bip01 R Clavicle with parent Bip01 Neck
Processing Node Bip01 R UpperArm with parent Bip01 R Clavicle
Processing Node Bip01 R Forearm with parent Bip01 R UpperArm
Processing Node Bip01 R Hand with parent Bip01 R Forearm
Processing Node Bip01 R Thumb0 with parent Bip01 R Hand
Processing Node Bip01 R Thumb01 with parent Bip01 R Thumb0
Processing Node Bip01 R Thumb02 with parent Bip01 R Thumb01
Processing Node Bip01 R Finger0Nub with parent Bip01 R Thumb02
Processing Node Bip01 R Finger0 with parent Bip01 R Hand
Processing Node Bip01 R Finger01 with parent Bip01 R Finger0
Processing Node Bip01 R Finger02 with parent Bip01 R Finger01
Processing Node Bip01 R Finger1Nub with parent Bip01 R Finger02
Processing Node Mount0 with parent Bip01 R Hand
Processing Node Light1 with parent Bip01 Spine2
Processing Node Light0 with parent Bip01 Spine2
Processing Node Mount1 with parent Bip01 Spine2
Processing Node Mount2 with parent Bip01 Spine2
Processing Node Bip01 R Thigh with parent Bip01 Spine
Processing Node Bip01 R Calf with parent Bip01 R Thigh
Processing Node Bip01 R Foot with parent Bip01 R Calf
Processing Node Bip01 R Toe0 with parent Bip01 R Foot
About the author
#2
Adding skin object from skin "man" to bone "Bip01 Head" (0).
Adding skin object from skin "man" to bone "Bip01 L Calf" (1).
Adding skin object from skin "man" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "man" to bone "Bip01 L Finger0" (3).
Adding skin object from skin "man" to bone "Bip01 L Finger01" (4).
Adding skin object from skin "man" to bone "Bip01 L Finger02" (5).
Adding skin object from skin "man" to bone "Bip01 L Foot" (6).
Adding skin object from skin "man" to bone "Bip01 L Forearm" (7).
Adding skin object from skin "man" to bone "Bip01 L Hand" (8).
Adding skin object from skin "man" to bone "Bip01 L Thigh" (9).
Adding skin object from skin "man" to bone "Bip01 L Thumb0" (10).
Adding skin object from skin "man" to bone "Bip01 L Thumb01" (11).
Adding skin object from skin "man" to bone "Bip01 L Thumb02" (12).
Adding skin object from skin "man" to bone "Bip01 L UpperArm" (13).
Adding skin object from skin "man" to bone "Bip01 Neck" (14).
Adding skin object from skin "man" to bone "Bip01 Pelvis" (15).
Adding skin object from skin "man" to bone "Bip01 R Calf" (16).
Adding skin object from skin "man" to bone "Bip01 R Clavicle" (17).
Adding skin object from skin "man" to bone "Bip01 R Finger0" (18).
Adding skin object from skin "man" to bone "Bip01 R Finger01" (19).
Adding skin object from skin "man" to bone "Bip01 R Finger02" (20).
Adding skin object from skin "man" to bone "Bip01 R Foot" (21).
Adding skin object from skin "man" to bone "Bip01 R Forearm" (22).
Adding skin object from skin "man" to bone "Bip01 R Hand" (23).
Adding skin object from skin "man" to bone "Bip01 R Thigh" (24).
Adding skin object from skin "man" to bone "Bip01 R Thumb0" (25).
Adding skin object from skin "man" to bone "Bip01 R Thumb01" (26).
Adding skin object from skin "man" to bone "Bip01 R Thumb02" (27).
Adding skin object from skin "man" to bone "Bip01 R UpperArm" (28).
Adding skin object from skin "man" to bone "Bip01 Spine" (29).
Adding skin object from skin "man" to bone "Bip01 Spine1" (30).
Adding skin object from skin "man" to bone "Bip01 Spine2" (31).
Generating faces for skin "man".
Adding mesh of size 80 to object "man".
(... same for 60 30 18 12 6 3...)
Generating faces for skin "man".
Adding mesh of size -1 to object "man".
Third pass: Collapsing unneeded nodes...
Nothing to export.Warnings:
No warnings.
Errors:
Error #1:Nothing to export.
07/30/2007 (1:49 pm)
Adding mesh of size 145 to object "man".Adding skin object from skin "man" to bone "Bip01 Head" (0).
Adding skin object from skin "man" to bone "Bip01 L Calf" (1).
Adding skin object from skin "man" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "man" to bone "Bip01 L Finger0" (3).
Adding skin object from skin "man" to bone "Bip01 L Finger01" (4).
Adding skin object from skin "man" to bone "Bip01 L Finger02" (5).
Adding skin object from skin "man" to bone "Bip01 L Foot" (6).
Adding skin object from skin "man" to bone "Bip01 L Forearm" (7).
Adding skin object from skin "man" to bone "Bip01 L Hand" (8).
Adding skin object from skin "man" to bone "Bip01 L Thigh" (9).
Adding skin object from skin "man" to bone "Bip01 L Thumb0" (10).
Adding skin object from skin "man" to bone "Bip01 L Thumb01" (11).
Adding skin object from skin "man" to bone "Bip01 L Thumb02" (12).
Adding skin object from skin "man" to bone "Bip01 L UpperArm" (13).
Adding skin object from skin "man" to bone "Bip01 Neck" (14).
Adding skin object from skin "man" to bone "Bip01 Pelvis" (15).
Adding skin object from skin "man" to bone "Bip01 R Calf" (16).
Adding skin object from skin "man" to bone "Bip01 R Clavicle" (17).
Adding skin object from skin "man" to bone "Bip01 R Finger0" (18).
Adding skin object from skin "man" to bone "Bip01 R Finger01" (19).
Adding skin object from skin "man" to bone "Bip01 R Finger02" (20).
Adding skin object from skin "man" to bone "Bip01 R Foot" (21).
Adding skin object from skin "man" to bone "Bip01 R Forearm" (22).
Adding skin object from skin "man" to bone "Bip01 R Hand" (23).
Adding skin object from skin "man" to bone "Bip01 R Thigh" (24).
Adding skin object from skin "man" to bone "Bip01 R Thumb0" (25).
Adding skin object from skin "man" to bone "Bip01 R Thumb01" (26).
Adding skin object from skin "man" to bone "Bip01 R Thumb02" (27).
Adding skin object from skin "man" to bone "Bip01 R UpperArm" (28).
Adding skin object from skin "man" to bone "Bip01 Spine" (29).
Adding skin object from skin "man" to bone "Bip01 Spine1" (30).
Adding skin object from skin "man" to bone "Bip01 Spine2" (31).
Generating faces for skin "man".
Adding mesh of size 80 to object "man".
(... same for 60 30 18 12 6 3...)
Generating faces for skin "man".
Adding mesh of size -1 to object "man".
Third pass: Collapsing unneeded nodes...
Nothing to export.Warnings:
No warnings.
Errors:
Error #1:Nothing to export.
#3
I just need the Auto Detail to work and that is when I ran into the export not working or it is working and I just don't' know how to set up the mesh right..
EDIT:
Using Old max2dts would be best but the unMessDTS will not work (will not load in showtool)
EDIT:
3ds max 8
07/30/2007 (1:51 pm)
I am at a lost.. can't fined good documentation to help and searching on forms just eats up time and leaves bad taste in your mouth.. I just need the Auto Detail to work and that is when I ran into the export not working or it is working and I just don't' know how to set up the mesh right..
EDIT:
Using Old max2dts would be best but the unMessDTS will not work (will not load in showtool)
EDIT:
3ds max 8
#4
Also, this depends totally on what version of the expoter you are using. The pro one? Or the plus one? Perhaps the regular one? No sarcasm intended, but there are a ton of these exporters around :)
To make it even more complicated, the improved exporter I recently released had Auto Detail fixed. I'm not sure if I still have the public build archived, but I'll take a look when I get home.
07/30/2007 (2:22 pm)
Searching the forums would show you that Auto Detail does not work properly with max versions 4.0 or higher. 5.0 does work if you move the 4.0 plugin to it but that's it.Also, this depends totally on what version of the expoter you are using. The pro one? Or the plus one? Perhaps the regular one? No sarcasm intended, but there are a ton of these exporters around :)
To make it even more complicated, the improved exporter I recently released had Auto Detail fixed. I'm not sure if I still have the public build archived, but I'll take a look when I get home.
#5
07/30/2007 (2:37 pm)
Out of the 2 what ones work.. old max2dts or max2dts_pro..
#6
07/30/2007 (2:53 pm)
The issue is not the exporter directly, but how it uses the Auto Detail plugin. The exporter was designed for Max 4.0 auto detail, I believe. The Auto Detail plugin changed however, while the exporter hasn't.
#7
EDIT::
Or just how to set up meshes so the have LOD's working.. any thing to get LOD's at this point for my player is the big problem..
07/30/2007 (2:57 pm)
So can I get a suggestion on what I should do. I lost a hold day of production trying to get it to work for 3ds max 8.. is there any way to get MultiRes to work for Characters (skin) so they have LOD's working..EDIT::
Or just how to set up meshes so the have LOD's working.. any thing to get LOD's at this point for my player is the big problem..
#8
1. Use Max 4, if you have access to it.
2. Use any of the newer exporters. I think Matt Summers Dark Industries exporter has the ability to export Auto Detailed meshes. Mine did as well, but I'm not supporting it anymore.
3. Use manual details. There are documentation on how to do this, that is well written.
07/30/2007 (3:08 pm)
There is no real solution. You can work around it:1. Use Max 4, if you have access to it.
2. Use any of the newer exporters. I think Matt Summers Dark Industries exporter has the ability to export Auto Detailed meshes. Mine did as well, but I'm not supporting it anymore.
3. Use manual details. There are documentation on how to do this, that is well written.
#9
I think it has something to do with this
....
Adding mesh of size -1 to object "man".
Third pass: Collapsing unneeded nodes...
Nothing to export.Warnings:
No warnings.
Errors:
Error #1:Nothing to export.
...
07/31/2007 (6:37 am)
I have tried getting Dark Industries to work with auto detail in fact that is were the dump file is from.. but they don't have doc on how to set up your player to export out right.. I think it has something to do with this
....
Adding mesh of size -1 to object "man".
Third pass: Collapsing unneeded nodes...
Nothing to export.Warnings:
No warnings.
Errors:
Error #1:Nothing to export.
...
#10
Multires works just fine with max versions later than 4 with the "old" exporter.
It has to be set up in a very specific way though, have you read the documentation?
tdn.garagegames.com/wiki/DTS/OldDocumentation
07/31/2007 (7:17 am)
First of all Stefan is full of... well... you know, that stuff that comes out of your bottom.Multires works just fine with max versions later than 4 with the "old" exporter.
It has to be set up in a very specific way though, have you read the documentation?
tdn.garagegames.com/wiki/DTS/OldDocumentation
#11
biped skeleton -> Mesh(skin) -> MultiRes Mesh (linked to mesh and has MultiRes modifier in its stack along with the User Defined info this mesh was made using tools/snapshot like )
Export out and if I have the MultiRes Mesh selected when i go to export out I can watch the MultiRes Modifer % number and vertices's changing when it is exporting out.. and it creates a DTS but when i try and load it up into ShowTool I get this error..
Ond or more of the object's meshes are invalid and may crash Torque ShowTool Pro. This may be caused by a bad export (try running unmessDTS). Continue to load?
Ok so I have unMessDTS in max and I load Source DTS and Destination DTS like I do on nonskined meshes and click the button unMess Shape in the Errors box I get unMessDTS not found
and as I was tyeing this I come to fined out that I have moved my unMessDTS.exe ---- stupid me ---
THANKS for all your help.. it works like it should..
07/31/2007 (7:57 am)
All right this is how I have it set up.. biped skeleton -> Mesh(skin) -> MultiRes Mesh (linked to mesh and has MultiRes modifier in its stack along with the User Defined info this mesh was made using tools/snapshot like )
Export out and if I have the MultiRes Mesh selected when i go to export out I can watch the MultiRes Modifer % number and vertices's changing when it is exporting out.. and it creates a DTS but when i try and load it up into ShowTool I get this error..
Ond or more of the object's meshes are invalid and may crash Torque ShowTool Pro. This may be caused by a bad export (try running unmessDTS). Continue to load?
Ok so I have unMessDTS in max and I load Source DTS and Destination DTS like I do on nonskined meshes and click the button unMess Shape in the Errors box I get unMessDTS not found
and as I was tyeing this I come to fined out that I have moved my unMessDTS.exe ---- stupid me ---
THANKS for all your help.. it works like it should..
#12
I haven't used the DI exporter, but as far as I know it should be able to generate Auto Detail meshes automatically by the press of a button. What I said above does only account for older versions and not the one made by DI.
The older exporter has some issues with if you're using anything later than Max 5. For one, detail ranges are broken. Vertex merging stuff for the LOD doesn't work either. Running UnMessDTS should fix that, but I'm again not sure about later versions of Max. I think Spencer mentioned a problem with that.
In any case, you seem to be using DI. Glad you got it working!
07/31/2007 (8:13 am)
Perhaps you should vent somewhere else, Magnus.Quote:
Adam Wilson said:
I have tried getting Dark Industries to work with auto detail in fact that is were the dump file is from.. but they don't have doc on how to set up your player to export out right..
I haven't used the DI exporter, but as far as I know it should be able to generate Auto Detail meshes automatically by the press of a button. What I said above does only account for older versions and not the one made by DI.
The older exporter has some issues with if you're using anything later than Max 5. For one, detail ranges are broken. Vertex merging stuff for the LOD doesn't work either. Running UnMessDTS should fix that, but I'm again not sure about later versions of Max. I think Spencer mentioned a problem with that.
In any case, you seem to be using DI. Glad you got it working!
#13
07/31/2007 (8:57 am)
Hey guys, let's keep posts helping towards a solution please, and not bickering at each other. I personally think Magnus' jab was light hearted, but also could have been phrased to not raise tempers, and it's important to try to keep an even keel in text based communication :)
#14
07/31/2007 (9:13 am)
Nope I drooped DI just couldn't get it working and went back to the old max2dts and unMessDTS.. and I am yet to come across a good how2 for setting up your modules.
#15
If anything, I think you need to talk to Magnus, not Stefan.
07/31/2007 (9:47 am)
@Stephen - you're acting as if Stefan is to blame for tempers. It is quite obvious that he took his own time to help Adam and Magnus comes in here to say he's full of ... you know what.If anything, I think you need to talk to Magnus, not Stefan.
Adam Wilson
Processing Node Ski1 with parent Bip01 R Calf
Processing Node Bip01 L Thigh with parent Bip01 Spine
Processing Node Bip01 L Calf with parent Bip01 L Thigh
Processing Node Bip01 L Foot with parent Bip01 L Calf
Processing Node Bip01 L Toe0 with parent Bip01 L Foot
Processing Node Bip01 L Toe0Nub with parent Bip01 L Toe0
Processing Node Ski0 with parent Bip01 L Calf
Processing Node Unlink with parent Bip01
Processing Node Bounds with parent Bip01
Bounding box found
Processing Node Particle View 01 with parent Scene Root
Found subtree starting at Node "Particle View 01"
Processing Node man with parent Scene Root
Adding skin object from skin "man" to bone "Bip01 Head" (0).
Adding skin object from skin "man" to bone "Bip01 L Calf" (1).
Adding skin object from skin "man" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "man" to bone "Bip01 L Finger0" (3).
Adding skin object from skin "man" to bone "Bip01 L Finger01" (4).
Adding skin object from skin "man" to bone "Bip01 L Finger02" (5).
Adding skin object from skin "man" to bone "Bip01 L Foot" (6).
Adding skin object from skin "man" to bone "Bip01 L Forearm" (7).
Adding skin object from skin "man" to bone "Bip01 L Hand" (8).
Adding skin object from skin "man" to bone "Bip01 L Thigh" (9).
Adding skin object from skin "man" to bone "Bip01 L Thumb0" (10).
Adding skin object from skin "man" to bone "Bip01 L Thumb01" (11).
Adding skin object from skin "man" to bone "Bip01 L Thumb02" (12).
Adding skin object from skin "man" to bone "Bip01 L UpperArm" (13).
Adding skin object from skin "man" to bone "Bip01 Neck" (14).
Adding skin object from skin "man" to bone "Bip01 Pelvis" (15).
Adding skin object from skin "man" to bone "Bip01 R Calf" (16).
Adding skin object from skin "man" to bone "Bip01 R Clavicle" (17).
Adding skin object from skin "man" to bone "Bip01 R Finger0" (18).
Adding skin object from skin "man" to bone "Bip01 R Finger01" (19).
Adding skin object from skin "man" to bone "Bip01 R Finger02" (20).
Adding skin object from skin "man" to bone "Bip01 R Foot" (21).
Adding skin object from skin "man" to bone "Bip01 R Forearm" (22).
Adding skin object from skin "man" to bone "Bip01 R Hand" (23).
Adding skin object from skin "man" to bone "Bip01 R Thigh" (24).
Adding skin object from skin "man" to bone "Bip01 R Thumb0" (25).
Adding skin object from skin "man" to bone "Bip01 R Thumb01" (26).
Adding skin object from skin "man" to bone "Bip01 R Thumb02" (27).
Adding skin object from skin "man" to bone "Bip01 R UpperArm" (28).
Adding skin object from skin "man" to bone "Bip01 Spine" (29).
Adding skin object from skin "man" to bone "Bip01 Spine1" (30).
Adding skin object from skin "man" to bone "Bip01 Spine2" (31).
Skin "man" with parent "Scene Root" added to entry list
Processing Node base01 with parent Scene Root
Found subtree starting at Node "base01"
Processing Node Detail3 with parent base01
Processing Node Detail6 with parent base01
Processing Node Detail30 with parent base01
Processing Node Detail18 with parent base01
Processing Node start01 with parent base01
Processing Node Detail80 with parent base01
Processing Node Detail12 with parent base01
Processing Node Detail145 with parent base01
Processing Node Detail60 with parent base01
Processing Node cfg_settings with parent Scene Root
Found subtree starting at Node "cfg_settings"
Processing Node Camera01 with parent Scene Root
Found subtree starting at Node "Camera01"
Processing Node Camera01.Target with parent Scene Root
Found subtree starting at Node "Camera01.Target"
Second pass: put shape structure together...
Adding detail named "Detail3" of size 3 to subtree "base01".
Adding detail named "Detail6" of size 6 to subtree "base01".
Adding detail named "Detail30" of size 30 to subtree "base01".
Adding detail named "Detail18" of size 18 to subtree "base01".
Adding detail named "start01" of size 1 to subtree "base01".
Adding detail named "Detail80" of size 80 to subtree "base01".
Adding detail named "Detail12" of size 12 to subtree "base01".
Adding detail named "Detail145" of size 145 to subtree "base01".
Adding detail named "Detail60" of size 60 to subtree "base01".
Adding object named "Bip".
Adding mesh of size 1 to object "Bip".
Found multiRes data.
Adding skin object from skin "man" to bone "Bip01 Head" (0).
Adding skin object from skin "man" to bone "Bip01 L Calf" (1).
Adding skin object from skin "man" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "man" to bone "Bip01 L Finger0" (3).
Adding skin object from skin "man" to bone "Bip01 L Finger01" (4).
Adding skin object from skin "man" to bone "Bip01 L Finger02" (5).
Adding skin object from skin "man" to bone "Bip01 L Foot" (6).
Adding skin object from skin "man" to bone "Bip01 L Forearm" (7).
Adding skin object from skin "man" to bone "Bip01 L Hand" (8).
Adding skin object from skin "man" to bone "Bip01 L Thigh" (9).
Adding skin object from skin "man" to bone "Bip01 L Thumb0" (10).
Adding skin object from skin "man" to bone "Bip01 L Thumb01" (11).
Adding skin object from skin "man" to bone "Bip01 L Thumb02" (12).
Adding skin object from skin "man" to bone "Bip01 L UpperArm" (13).
Adding skin object from skin "man" to bone "Bip01 Neck" (14).
Adding skin object from skin "man" to bone "Bip01 Pelvis" (15).
Adding skin object from skin "man" to bone "Bip01 R Calf" (16).
Adding skin object from skin "man" to bone "Bip01 R Clavicle" (17).
Adding skin object from skin "man" to bone "Bip01 R Finger0" (18).
Adding skin object from skin "man" to bone "Bip01 R Finger01" (19).
Adding skin object from skin "man" to bone "Bip01 R Finger02" (20).
Adding skin object from skin "man" to bone "Bip01 R Foot" (21).
Adding skin object from skin "man" to bone "Bip01 R Forearm" (22).
Adding skin object from skin "man" to bone "Bip01 R Hand" (23).
Adding skin object from skin "man" to bone "Bip01 R Thigh" (24).
Adding skin object from skin "man" to bone "Bip01 R Thumb0" (25).
Adding skin object from skin "man" to bone "Bip01 R Thumb01" (26).
Adding skin object from skin "man" to bone "Bip01 R Thumb02" (27).
Adding skin object from skin "man" to bone "Bip01 R UpperArm" (28).
Adding skin object from skin "man" to bone "Bip01 Spine" (29).
Adding skin object from skin "man" to bone "Bip01 Spine1" (30).
Adding skin object from skin "man" to bone "Bip01 Spine2" (31).
Generating faces for skin "man".
Adding object named "man".