_Ghost_ Posted April 30, 2009 Share Posted April 30, 2009 Hello there! I want to make a new model (a horse) with a skeleton own (I'm using Studio Max 8.0) but I'm doing some tests with simple models/skeleton first. But some problems are occurring: -> the skeleton is rotated 90. -> I used as reference (hierarchy, bone names...)the skeleton available in Psyk0 site, but when I view the model (in ModView) where should appear model_root appears 3DMaxscene (or something like that) instead. -> the Meshes appear in strange places and they are rotated, however, they are connected to bones and animations work normally. I've read several tutorials and I am using the reset xform before the Weighting, but the Meshes are still showing up in strange places. I'm using a wrong configuration in the carcass or to export the XSI? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted April 30, 2009 Share Posted April 30, 2009 The problem is the XSI exporter is "broken" for 3D max 8, easiest solution is to go back a few versions...i believe it still works with max 7 (using a different plugin of course). So if you can, try with previous versions and see if model_root hasnt been replaced with max scene root. Link to comment Share on other sites More sharing options...
_Ghost_ Posted May 1, 2009 Author Share Posted May 1, 2009 ok, I will check but is a little difficult to get older versions of studio max ... I downloaded the 4.2 softimage mod tool, it also works correctly for jedi academy? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted May 1, 2009 Share Posted May 1, 2009 Mod tool is probably the best solution, unless there's also a problem with the exporter. Link to comment Share on other sites More sharing options...
_Ghost_ Posted May 4, 2009 Author Share Posted May 4, 2009 Psyk0 I think the plugin for 3DS Max 8.0 is not completely broken i checked and found two, but in fact only one works). as I still have to learn to use the Mod Tool, and I really need to do this model, so I did some tests using the skeleton of the streeds made by Mars Marshall. It is clear that the skeleton does not fit perfectly, but it worked! I believe the problem is to export skeletons and animations .... Link to comment Share on other sites More sharing options...
Psyk0Sith Posted May 4, 2009 Share Posted May 4, 2009 Correct, it's broken for .GLA purposes. You can export character & vehicle meshes but a problem when it comes to custom animations & skeletons =/. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.