RUOK? Posted June 26, 2004 Share Posted June 26, 2004 hey this is my first post here i have asked acouple of times on different forms but there help has only led me to failure. I am attempting to edit a model with 3ds max 6 and when i bring the edited model ingame I get a bad bones message. Now when i edit the models i dont see any bones at all and i edit them with a glm importer then a md3 exporter and then use md3view to make them back in to glm files. could someone explane to my why i am getting this error and how to fix it. Any help even a link to a tut would be nice all the ones i have seen didnot help me at all. Thank you in advance Link to comment Share on other sites More sharing options...
WoLFF Posted June 26, 2004 Share Posted June 26, 2004 what are u using to import your xsi skeleton in 3d max 6??....... Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 26, 2004 Share Posted June 26, 2004 What kind of model? vehicle or player? Link to comment Share on other sites More sharing options...
keshire Posted June 26, 2004 Share Posted June 26, 2004 I get a bad bones message either way he's going about it in the entirely wrong way. you need to be able to import/export in the xsi format. THe reason for this is because the model has to be weighted to a skeleton. Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 26, 2004 Share Posted June 26, 2004 Yeah i know, but i once had a "bad bone" error message with a player model even tho it worked fine in modview. I never found the cause of this problem...but the fix was simple: I trashed the rig and started from scratch! . Do what keshire said and you'll be fine. Link to comment Share on other sites More sharing options...
RUOK? Posted June 26, 2004 Author Share Posted June 26, 2004 ok thank you all for your help hoplying finding the XSI files will help me, also it is a player Link to comment Share on other sites More sharing options...
RUOK? Posted June 26, 2004 Author Share Posted June 26, 2004 ok i made the mistake of talking before i looked i cant find any .xsi files with the models are the in the assests folders or do i need to get a converter, either way i cant find any skeleton to weight my models too. Link to comment Share on other sites More sharing options...
CortoCG Posted June 29, 2004 Share Posted June 29, 2004 Go to Psykosith's website and download the proper JA skeleton. Use it to weight your own models. Link to comment Share on other sites More sharing options...
RUOK? Posted June 30, 2004 Author Share Posted June 30, 2004 i cant find the proper JA skelly on his site, could you help me by adding a link? Link to comment Share on other sites More sharing options...
LightNinja Posted June 30, 2004 Share Posted June 30, 2004 man look at tutorials.. Link to comment Share on other sites More sharing options...
CortoCG Posted June 30, 2004 Share Posted June 30, 2004 Don't be rude ninja boy, he need the skeleton Raven never delivered. I'm sure Psyk0 is gonna post a link as soon as he sees your request, he's a nice guy . Link to comment Share on other sites More sharing options...
Psyk0Sith Posted June 30, 2004 Share Posted June 30, 2004 Originally posted by CortoCG Don't be rude ninja boy, he need the skeleton Raven never delivered. I'm sure Psyk0 is gonna post a link as soon as he sees your request, he's a nice guy . hehe thanx Corto You can find it in the tutorials section: http://www3.sympatico.ca/psykopat/tools/JK3Skeleton.zip Note that this was made with max 4, you might have to merge it with your scene (instead of a simple open) if you use max 5 (dunno if that works for max 6). Link to comment Share on other sites More sharing options...
CortoCG Posted July 1, 2004 Share Posted July 1, 2004 There are still some issues with using 3dsmax6 to make models for JA. Issues not only related to the XSI exporter, but also the way 3dsmax6 behaves with nulls. I recomend staying away from it. Link to comment Share on other sites More sharing options...
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