Charmin Deluxe Posted November 19, 2002 Author Share Posted November 19, 2002 ok i did so ! thank you! but now when i try to compile, he says the hips have no weights .. but i have weightet everything ... here is my max file Link to comment Share on other sites More sharing options...
Psyk0Sith Posted November 21, 2002 Share Posted November 21, 2002 Once again, im sorry but i cant load your file. My own files work fine, but i get registry errors with yours. I'll send the file to a friend of mine to see what happens. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 13, 2002 Author Share Posted December 13, 2002 ok .. i fixed the problem ... but now (it seems jk2 dont like me) this error comes i hope you can help me again ... Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 19, 2002 Author Share Posted December 19, 2002 oh nooo ... i am near give up playermodelling ... after i fixed the problem .. this error -> ERROR Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 24, 2002 Author Share Posted December 24, 2002 no idea? plz help me! Link to comment Share on other sites More sharing options...
ksk h2o Posted December 24, 2002 Share Posted December 24, 2002 Just like the error says, you have not weighed every vertex in the "torso_b1" section. Make sure every vertex is wieghed to a bone. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 25, 2002 Author Share Posted December 25, 2002 ok .. but how can i see if every vertex is weighted_ Link to comment Share on other sites More sharing options...
Bell Posted December 25, 2002 Share Posted December 25, 2002 here's solutions i've collected from others' posts Here's a tip for those who have been getting that delightfull assimilate error "vert x not weighted", and then have trouble finding vert x on their complex mesh: select the mesh with the vertex (the assimilate error msg will give you that) type "setVertSelection $ #(x)" in the white box on the left hand bottom corner of your 3dsmax screen (the maxscript listener box), replacing x with the vertex number, and press enter. That troublesome vertex is now selected. Just to warn you if you havn't UVW mapped it yet, colapsing the mesh will destroy the weighting. one easy way I find to see which vert is not weighted: double click on the Pelvis bone to choose all bones in the mesh, then move the mesh horizontally. All verts unassigned will remain in place. Remember to undo any movements you make. This will easily show up for any verts you have not weighted, especially if you move the mesh a fair distance sideways. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 25, 2002 Author Share Posted December 25, 2002 wow .. thx ... and how can i weight this one vertex Link to comment Share on other sites More sharing options...
Bell Posted December 25, 2002 Share Posted December 25, 2002 follow the directions in the spacemonkey tut; its just a matter of choosing a bone you want to weight it to and dragging its evnelope over said vertex until it turns red/yellowish. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 28, 2002 Author Share Posted December 28, 2002 but torso_1(B) is weighted! torso_1(B) Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 29, 2002 Author Share Posted December 29, 2002 plz help me ............... i'm near the point getting a model in game .... i feal it ! .. so plz help me make the last steps ... Link to comment Share on other sites More sharing options...
ksk h2o Posted December 29, 2002 Share Posted December 29, 2002 from the screen shot you provided, it's clear that the torso is not weighed. It is not enough to just add the bones under the skin modifier, you need to weigh the vertex to the bones. you can do this by following the spacemonkey tutorial, or select a vertice while you have selected a certain bone, and enter the weight amount into the "absolute weight" section. I strongly suggest you do NOT use the envelopes for weighing as you will go nuts later on when you try to fix the weighing. If the skin is blue when you select a bone, it means it is NOT wieghed. Wieghts show up as colors ranging from light yellow to dark red. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 29, 2002 Author Share Posted December 29, 2002 oh yeaaah ! THX ! i hope this will be my last question how do i weight the bolts i weighted everything like head and so on .. but do i have to weight every bolt ? Link to comment Share on other sites More sharing options...
ksk h2o Posted December 29, 2002 Share Posted December 29, 2002 yes you do, a bolt is a triangle so it has only three verts. you weigh it just like any other mesh. select it, add a skin modifier , add a bone, weigh the verts. most people weigh allmost all the tags to one bone. I would suggest against this. Do not forget to weigh the right hand bolt to the right hand bone and the left hand tag to the mc_something bone, otherwise your model won't swing the saber right. there is a skeleton with all the tags allready wieghed that is lying deep down in this thread. I would suggest you look it up by reading the threads in the reverse order and just use that skeleton and weigh your mesh to it. It might end up saving you a lot of time. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 30, 2002 Author Share Posted December 30, 2002 ok yeah im sure i weighted everything now ( no error comes *G*) but how do i assimilate it now right? i heard something about first to add the root.xsi .. or add the humanoid.gla but what do i have to do now? when i try to assimilate it with the humanoid.gla method this comes -> huamoid method part 1 and at the end -> huamoid method part 2 NO GLM FILE and when i try to assimilate with the root.xsi method this comes -> root method NO GLM FILE TOO! what's wrong o.O Link to comment Share on other sites More sharing options...
ksk h2o Posted December 30, 2002 Share Posted December 30, 2002 did you read the addendum to the tutorial? it will teach you how to set up your workspace, where to put the humanoid.gla and your xsi, what to edit in the model.car, etc etc. Look up modelling tutorial addendum and you should get a link to it. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 30, 2002 Author Share Posted December 30, 2002 ok i did the following -> i saved my model in C:\base\models\players\test\root.xsi my car file is in C:\base\models\players\test\model.car $aseanimgrabinit $aseanimgrab_gla models/players/_humanoid/_humanoid.gla $aseanimgrabfinalize $aseanimconvertmdx_noask models/players/test/root i opened assimilate ( C:\base\tools\assimilate.exe ) preferences are: Enum File: c:/base/tools/gamesource/anims.h Compiler: c:/base/tools/carcass.exe Quakedir: c:/base/ Multi player on ok i opened my car file and pressed B ... he began to compile but its the same like the humanoid method Link to comment Share on other sites More sharing options...
Psyk0Sith Posted December 30, 2002 Share Posted December 30, 2002 I always save in: ...models\players\_humanoid and put carcass.exe in there too. Next i just ADD humanoid in assimilate and press b. Do not compile using a loaded .car file, click new then add the gla file and then you build. It will ask to save the .car file, save that in /_humanoid. the compiler line in assimilate is of course: base/models/players/_humanoid/carcass.exe That's what i do and it works fine. Link to comment Share on other sites More sharing options...
ksk h2o Posted December 30, 2002 Share Posted December 30, 2002 it works fine if your xsi is anywhere in the base dir and the car file associated with it has the correct pointers to it. you can launch assimilate by running the car file for the model and it will assimilate a glm for the specified xsi in the same folder. I think charmins problem is still rooted in steps before asimilation. If you look at his mesh names, especially the caps, they are named wrong. It seems you lost a lot of the names of the mesh. Did you initially load this mesh into milkshape? I had something similar to this happen when I moved a model from milkshape into max. The mesh names were cut off after a certain point. Your caps need to be named in the same fashion as the spacemonkey tutorial. meaning torso_cap_arms_off etc etc. Looks like your mesh names are not named properly. Also, you did set up the hierarchy as in the spacemonkey tutorial right? Did you also import back the xsi you exported to see if you had any xfor errors before moving onto assimilate? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted December 30, 2002 Share Posted December 30, 2002 hmmm k, i thought he only had problem with the compiler. In that case charmin, you better check what ksk said...carcass wont do squat until you fix everything. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 30, 2002 Author Share Posted December 30, 2002 yes im working on it ... i made a new test model and this time i exportet it as md3 to 3ds max and not as 3ds ... because when i save my model in milkshape as 3ds milhspae renamed all tags Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted December 31, 2002 Author Share Posted December 31, 2002 YEAAAH JEEEHAAAA ! I LOVE YOU GUYS ! testmodel screenshot I WISH YOU A HAPPE NEW YEAR!!!! YEAH YOU GUYS ROCK!! Link to comment Share on other sites More sharing options...
Psyk0Sith Posted December 31, 2002 Share Posted December 31, 2002 Haha lol, i hope this is only a test , way to go Charmin! Happy new year. Link to comment Share on other sites More sharing options...
Charmin Deluxe Posted January 1, 2003 Author Share Posted January 1, 2003 yes it's an TESTmodel my first model will be a charmin baer you know this guy in my sig ? but i need more better screenshots o.O Link to comment Share on other sites More sharing options...
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