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  1. #1
    Remlap's Avatar Lag Slayer
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    Default cas export problem

    I am having trouble exporting my model out of 3ds max 7 because the body has to many skin vertices or something to that effect. What should I do?

  2. #2
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: cas export problem

    Firstly, if you need to ask a question please try and give details, the exact err msg would be a start, no one is going to help you if they have to guess! what your problem is..

    Secondly; see here.

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    Remlap's Avatar Lag Slayer
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    Default Re: cas export problem

    Quote Originally Posted by Halie Satanus View Post
    Firstly, if you need to ask a question please try and give details, the exact err msg would be a start, no one is going to help you if they have to guess! what your problem is..

    Secondly; see here.
    Sorry, I mod on a computer not connected to the internet so I dont have the exact error code. Thanks for the link though! (by the way I love EOD1&2)

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    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: cas export problem

    Whenever an error comes up write it down.

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    Remlap's Avatar Lag Slayer
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    Will do(in fact I'll go do it now! )

    ok here it is :
    --Runtime error: Exceeded the vertex count Skin:Skin
    I have no idea what that means except that I have to many vertices? But my unit has less than a generals unit's vetex count.
    Last edited by Amroth; July 22, 2008 at 07:40 PM. Reason: dp

  6. #6

    Default Re: cas export problem

    Think you have weighted one or more vertex to multiple bones. As I said in the your previous thread, each vertex can only be weighted to one bone. Check in your weights table and check which one is weighted multiple times i.e has numbers in more than one column.

  7. #7
    Remlap's Avatar Lag Slayer
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    Quote Originally Posted by Hannibal Smith View Post
    Think you have weighted one or more vertex to multiple bones. As I said in the your previous thread, each vertex can only be weighted to one bone. Check in your weights table and check which one is weighted multiple times i.e has numbers in more than one column.
    Thanks again I'll try it again, skinning is so difficult "bleh"

    One more question how do I tell if the vertices are selected more than once? in 3ds max
    Last edited by Amroth; July 22, 2008 at 07:41 PM. Reason: dp

  8. #8

    Default Re: cas export problem

    Check out the first guide I linked on the other thread it shows you how to get to the weight table. in this table the vertex will be numbered down the side and the bones will be listed along the top. If a vertex is weighted "has a number" under two or more of the bones it will not work.

  9. #9
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: cas export problem

    nvm..

  10. #10
    Remlap's Avatar Lag Slayer
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    onceagain I have a problem... this error pops up:
    problem occured while reading the vertex weights of vertex 340 in mesh body . make sure each vertex has exactly 1 bone weight.

    I check 340 and every time it has only one wieght. Any ideas?

    Quote Originally Posted by Remlap View Post
    onceagain I have a problem... this error pops up:
    problem occured while reading the vertex weights of vertex 340 in mesh body . make sure each vertex has exactly 1 bone weight.

    I check 340 and every time it has only one wieght. Any ideas?
    Okay I have one idea is scene root part of the bone structure?
    Last edited by Amroth; July 22, 2008 at 07:41 PM. Reason: dp

  11. #11
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: cas export problem

    The numbers that come up are, in general, wrong (it's just not that simple ) .. just my opinion but your better off using my method rather than using the weight table. The best way to learn is to open a peasant unit, remove the skin modifier add a new one and weight that. Once you get used to the process it's pretty simple.

    Okay I have one idea is scene root part of the bone structure?
    Yes, all the bones are connected to the scene root, the scene root tells the game where the ground is.

  12. #12
    Remlap's Avatar Lag Slayer
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    Quote Originally Posted by Halie Satanus View Post
    The numbers that come up are, in general, wrong (it's just not that simple ) .. just my opinion but your better off using my method rather than using the weight table. The best way to learn is to open a peasant unit, remove the skin modifier add a new one and weight that. Once you get used to the process it's pretty simple.
    Ok Back to square 1 again hehehe thanks

    Quote Originally Posted by Halie Satanus View Post
    The numbers that come up are, in general, wrong (it's just not that simple ) .. just my opinion but your better off using my method rather than using the weight table. The best way to learn is to open a peasant unit, remove the skin modifier add a new one and weight that. Once you get used to the process it's pretty simple.



    Yes, all the bones are connected to the scene root, the scene root tells the game where the ground is.
    so can vertexs be attached to it?
    Last edited by Amroth; July 22, 2008 at 07:42 PM. Reason: dp

  13. #13
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: cas export problem

    Nope, it's not a bone. If you open the graph editor you can see the bone schematic. here; pics 10,11,12..

  14. #14
    Remlap's Avatar Lag Slayer
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    Quote Originally Posted by Halie Satanus View Post
    Nope, it's not a bone. If you open the graph editor you can see the bone schematic. here; pics 10,11,12..
    Ok thanks ^_^ hope fully I'll resolve my issue now!

    Muwahahahahaha I did it finally!!!!!!!!

    thanks for all your help guys!!!
    Last edited by Amroth; July 22, 2008 at 07:43 PM. Reason: dp

  15. #15
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: cas export problem

    Looks like you have an alpha problem where the arm meets the shirt, and you need to adjust the UV map to get rid of the lines down the face, arms, legs and the crest of the helmet.. Apart from that, well done.

  16. #16

    Default Re: cas export problem

    Remlap: please use the 'Edit Post' button instead of double posting. Thanks!

  17. #17
    Remlap's Avatar Lag Slayer
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    Default Re: cas export problem

    Quote Originally Posted by Halie Satanus View Post
    Looks like you have an alpha problem where the arm meets the shirt, and you need to adjust the UV map to get rid of the lines down the face, arms, legs and the crest of the helmet.. Apart from that, well done.
    Thanks! I'll try changing those in a little while and repost it!

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