Exporting animations in 3dsMax

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gu4rd1an
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Joined: Sun Dec 30, 2007 12:53 pm

Exporting animations in 3dsMax

Post by gu4rd1an »

Hi, I'm new of this forum 8)
After some hours searching on this board I've something to ask...
I've a model made in 3d studio max with a little animation (just a try). I can export my .x file and I can import it in irrlicht, but if I try to export the .x with the animation on runtime I get

Code: Select all

"X Loader: weight id out of range"
only if i use bones.
Any Hints? :\
hybrid
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Post by hybrid »

Either the exporter exported corrupted data, or it used some strcuture that Irrlicht does not support, or it is a bug in the loader which creates wrong weights. Try to play around with exporter options, sometimes that helps. Otherwise upload the mesh somewhere so we can test and debug it.
Virion
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Post by Virion »

Which exporter are you using? Try Panda exporter it works.
http://www.andytather.co.uk/Panda/directxmax.aspx
gu4rd1an
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Joined: Sun Dec 30, 2007 12:53 pm

Post by gu4rd1an »

I'm using panda :\
Modifying some options I could import the model with the animation but with some dimensions corrupted -_-" Still trying... day is long :D


Mmm using KW-Xport proportions are preserved O_o
gu4rd1an
Posts: 4
Joined: Sun Dec 30, 2007 12:53 pm

Post by gu4rd1an »

Solved (i think)


EDIT: NOT solved lol
Last edited by gu4rd1an on Mon Dec 31, 2007 2:16 pm, edited 1 time in total.
gu4rd1an
Posts: 4
Joined: Sun Dec 30, 2007 12:53 pm

Post by gu4rd1an »

Exported a model with bones (which modify geometry of the model) result deformed in runtime :\
(panda and 3dsmax)
Image
hybrid
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Post by hybrid »

Could you please upload the mesh somewhere, or mail it directly to one of the devs. It seems that there's something going on, I'd like to check it.
fmx

Post by fmx »

i've had similar problems too...

I think it happens when you've got vertices which aren't attached to ANY bones, resulting in weight values which are more or less not there (shouldn't they have a ZERO value? maybe Panda doesn't export vertices with zero weights?)

try setting attaching ALL the vertices to at least 1 bone, using RIGID (green cross) vertex-type for vertices which shouldn't move at all, instead of the ROOT (blue cross) vertex-types.

I'm not 100% sure about it, but it seemed to solve the issue for me.
Try it out and let us know how it turns out.

Good luck!

:D
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