3ds max Crashes when Exporting DTS...Am I doing soemthing Wrong?
by Martin Solis · in Artist Corner · 04/19/2008 (5:16 pm) · 10 replies
I'm currently making a character for a game.
He is a mesh, no verts are missing any weights (that i am Aware of), I am certain my hierarchy is correct, and I have several nodes (Cam, Eyes, mountPoint, mountMuzzle).
I use both the Torque plug in AND the DTS utility tool and they both crash. Can someone look at the dump file and tell me whats wrong?
He is a mesh, no verts are missing any weights (that i am Aware of), I am certain my hierarchy is correct, and I have several nodes (Cam, Eyes, mountPoint, mountMuzzle).
I use both the Torque plug in AND the DTS utility tool and they both crash. Can someone look at the dump file and tell me whats wrong?
#2
04/19/2008 (6:33 pm)
How many polygons is the character?
#3
04/19/2008 (6:50 pm)
It has 1601 polys
#4
04/19/2008 (6:54 pm)
Did you make a shape marker? Or is that only needed for blender...
#5
04/19/2008 (7:18 pm)
I belive that is only for blender. i am using 3ds max 9
#6
04/20/2008 (12:32 pm)
It has 1601 polys
#7
04/20/2008 (10:23 pm)
I think your hierarchy could be messed up. I thought maybe the exporter was crashing because of too many polys. Could you post a screenshot of your hierarchy?
#8
I suggest you read the tutorials on the exporter, which are excellent. It will go trough all these things.
04/21/2008 (1:26 am)
You have no Base01/Start01 nodes, and you're trying to export without a config (as far as I can see)I suggest you read the tutorials on the exporter, which are excellent. It will go trough all these things.
#9
You do not need a node named "base01" or "start01" for any mesh. For a non-character model, you simply need a node that marks the DTS hierarchy root (it can be of any name) and a second node that marks where the geometry is (it can also be of any name).
ie)
DTS Hierarchy marker node (can be of any name, most will call this "base01")
- Detail nodes
- Geometry Marker Node (can be of any name, most will call this "start01")
---- Geometry, bones, collision meshes, other stuff for the shape
Also, secondly, for a character model you do not need a "base01" or "start01" node ever. For people using Biped (such as Martin), the bip01 node acts as the DTS hierarchy marker. For people using a custom rig, this is usually the helper shape that they create to control the position transform of the entire rig.
@Martin
Sometimes it will just crash. Usually this happens if you are using an EPoly class shape with multires. However in most cases when this happens, it crashes after its finished exporting the DTS and is trying to return to 3DS Max. So if your DTS isnt showing in TST Pro then this is not the case.
Unfortunately though your dump.dmp information doesn't contain any information that is helpful for troubleshooting your problem. As such I would recommend that you upload a screenshot of your scene hierarchy (using the Schematic Tool) or a copy of your scene itself.
Logan
04/21/2008 (7:59 am)
@StefanYou do not need a node named "base01" or "start01" for any mesh. For a non-character model, you simply need a node that marks the DTS hierarchy root (it can be of any name) and a second node that marks where the geometry is (it can also be of any name).
ie)
DTS Hierarchy marker node (can be of any name, most will call this "base01")
- Detail nodes
- Geometry Marker Node (can be of any name, most will call this "start01")
---- Geometry, bones, collision meshes, other stuff for the shape
Also, secondly, for a character model you do not need a "base01" or "start01" node ever. For people using Biped (such as Martin), the bip01 node acts as the DTS hierarchy marker. For people using a custom rig, this is usually the helper shape that they create to control the position transform of the entire rig.
@Martin
Sometimes it will just crash. Usually this happens if you are using an EPoly class shape with multires. However in most cases when this happens, it crashes after its finished exporting the DTS and is trying to return to 3DS Max. So if your DTS isnt showing in TST Pro then this is not the case.
Unfortunately though your dump.dmp information doesn't contain any information that is helpful for troubleshooting your problem. As such I would recommend that you upload a screenshot of your scene hierarchy (using the Schematic Tool) or a copy of your scene itself.
Logan
#10
Here is the Scene in .rar format
http://i77.photobucket.com/albums/j57/ZeldafreakNEO/Weneedtolearntospellitright.jpg
And here is the hierarchy....
Anything will help
04/21/2008 (1:31 pm)
Http://rapidshare.com/files/109346917/Grunt.rar.htmlHere is the Scene in .rar format
http://i77.photobucket.com/albums/j57/ZeldafreakNEO/Weneedtolearntospellitright.jpg
And here is the hierarchy....
Anything will help
Martin Solis
Config file "D:\Documents and Settings\General Silos\My Documents\3dsmax\scenes\Grunt.cfg" not found.
Config file "D:\Documents and Settings\General Silos\My Documents\3dsmax\scenes\Grunt.cfg" not found.
Config file "D:\Documents and Settings\General Silos\My Documents\3dsmax\scenes\dtsScene.cfg" not found.
First pass: enumerate scene...
Processing Node body2 with parent Scene Root
Adding skin object from skin "body2" to bone "Bip01 Head" (0).
Adding skin object from skin "body2" to bone "Bip01 L Calf" (1).
Adding skin object from skin "body2" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "body2" to bone "Bip01 L Finger0" (3).
Adding skin object from skin "body2" to bone "Bip01 L Finger1" (4).
Adding skin object from skin "body2" to bone "Bip01 L Finger2" (5).
Adding skin object from skin "body2" to bone "Bip01 L Foot" (6).
Adding skin object from skin "body2" to bone "Bip01 L Forearm" (7).
Adding skin object from skin "body2" to bone "Bip01 L Hand" (8).
Adding skin object from skin "body2" to bone "Bip01 L Thigh" (9).
Adding skin object from skin "body2" to bone "Bip01 L Toe0" (10).
Adding skin object from skin "body2" to bone "Bip01 L UpperArm" (11).
Adding skin object from skin "body2" to bone "Bip01 Neck" (12).
Adding skin object from skin "body2" to bone "Bip01 Pelvis" (13).
Adding skin object from skin "body2" to bone "Bip01 R Calf" (14).
Adding skin object from skin "body2" to bone "Bip01 R Clavicle" (15).
Adding skin object from skin "body2" to bone "Bip01 R Finger0" (16).
Adding skin object from skin "body2" to bone "Bip01 R Finger1" (17).
Adding skin object from skin "body2" to bone "Bip01 R Finger2" (18).
Adding skin object from skin "body2" to bone "Bip01 R Foot" (19).
Adding skin object from skin "body2" to bone "Bip01 R Forearm" (20).
Adding skin object from skin "body2" to bone "Bip01 R Hand" (21).
Adding skin object from skin "body2" to bone "Bip01 R Thigh" (22).
Adding skin object from skin "body2" to bone "Bip01 R Toe0" (23).
Adding skin object from skin "body2" to bone "Bip01 R UpperArm" (24).
Adding skin object from skin "body2" to bone "Bip01 Spine" (25).
Skin "body2" with parent "Scene Root" added to entry list
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 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 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
Processing Node Bip01 R Toe0Nub with parent Bip01 R Toe0
Processing Node Bip01 Neck with parent Bip01 Spine
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 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 Finger0 with parent Bip01 L Hand
Processing Node Bip01 L Finger0Nub with parent Bip01 L Finger0
Processing Node Bip01 L Finger1 with parent Bip01 L Hand
Processing Node Bip01 L Finger1Nub with parent Bip01 L Finger1
Processing Node Bip01 L Finger2 with parent Bip01 L Hand
Processing Node Bip01 L Finger2Nub with parent Bip01 L Finger2
Processing Node mountPoint with parent Bip01 L Hand
Processing Node mountMuzzle with parent Bip01 L Hand
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 Finger0 with parent Bip01 R Hand
Processing Node Bip01 R Finger0Nub with parent Bip01 R Finger0
Processing Node Bip01 R Finger1 with parent Bip01 R Hand
Processing Node Bip01 R Finger1Nub with parent Bip01 R Finger1
Processing Node Bip01 R Finger2 with parent Bip01 R Hand
Processing Node Bip01 R Finger2Nub with parent Bip01 R Finger2
Processing Node Cam with parent Bip01
Processing Node bounds with parent Bip01
Bounding box found
Processing Node detail1 with parent Bip01
Second pass: put shape structure together...
Adding object named "Bip".
Adding mesh of size 1 to object "Bip".
Adding skin object from skin "body2" to bone "Bip01 Head" (0).
Adding skin object from skin "body2" to bone "Bip01 L Calf" (1).
Adding skin object from skin "body2" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "body2" to bone "Bip01 L Finger0" (3).
Adding skin object from skin "body2" to bone "Bip01 L Finger1" (4).
Adding skin object from skin "body2" to bone "Bip01 L Finger2" (5).
Adding skin object from skin "body2" to bone "Bip01 L Foot" (6).
Adding skin object from skin "body2" to bone "Bip01 L Forearm" (7).
Adding skin object from skin "body2" to bone "Bip01 L Hand" (8).
Adding skin object from skin "body2" to bone "Bip01 L Thigh" (9).
Adding skin object from skin "body2" to bone "Bip01 L Toe0" (10).
Adding skin object from skin "body2" to bone "Bip01 L UpperArm" (11).
Adding skin object from skin "body2" to bone "Bip01 Neck" (12).
Adding skin object from skin "body2" to bone "Bip01 Pelvis" (13).
Adding skin object from skin "body2" to bone "Bip01 R Calf" (14).
Adding skin object from skin "body2" to bone "Bip01 R Clavicle" (15).
Adding skin object from skin "body2" to bone "Bip01 R Finger0" (16).
Adding skin object from skin "body2" to bone "Bip01 R Finger1" (17).
Adding skin object from skin "body2" to bone "Bip01 R Finger2" (18).
Adding skin object from skin "body2" to bone "Bip01 R Foot" (19).
Adding skin object from skin "body2" to bone "Bip01 R Forearm" (20).
Adding skin object from skin "body2" to bone "Bip01 R Hand" (21).
Adding skin object from skin "body2" to bone "Bip01 R Thigh" (22).
Adding skin object from skin "body2" to bone "Bip01 R Toe0" (23).
Adding skin object from skin "body2" to bone "Bip01 R UpperArm" (24).
Adding skin object from skin "body2" to bone "Bip01 Spine" (25).
Generating faces for skin "body2".
Deleting skin object "Bip01 L Hand" with no weight.
Deleting skin object "Bip01 L Toe0" with no weight.
Deleting skin object "Bip01 R Hand" with no weight.
Deleting skin object "Bip01 R Toe0" with no weight.
Adding object named "body".
Adding mesh of size 2 to object "body".
--END OF DUMP--