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Fiendish
Joined: 29 Jun 2010 Posts: 118 Location: USA
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Posted: Wed Apr 06, 2016 3:32 pm Post subject: Uploading multiple xmf files into previewer? |
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Alright I know I'm doing something wrong, so I'm going to explain step-by-step the process in which I made this mesh:
1. I made the clock mesh, I attached all of the parts except the two hands which I wanted to move.
2. I textured the clock like this:
3: I added the root node, skinned the clock base to the root node, added the animation nodes, skinned each hand to each animation node. to mention I also linked the animation nodes to the root node:
4: I exported the root node as an .xsf, making sure the two animation nodes were checked when I exported. I exported each animation node as an .xaf after animating the hands.
5: So then I went into imvu, and I opened a new derivable product, a wall product. I inserted the skeleton and base mesh in, no troubles. then when I got to putting in the hand meshes, I had issues. as shown in the picture below:
what on earth am I doing wrong please and how can I fix it? I know I've been making a lot of threads over the course of producing this clock, but I'm still learning a lot of new things here and have precious few tutorials to look at for these things. |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Fiendish
Joined: 29 Jun 2010 Posts: 118 Location: USA
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Posted: Wed Apr 06, 2016 4:27 pm Post subject: |
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I hadn't textured the clock in the previewer yet, because it's having so many problems with the hand xmf files. I did just as those tutorials said, but still when I import the xmf files into previewer for the clock hands, they show up as "00" texture instead of "08" or "09", and when I try to texture it, the original "00" will be textured, but the clock hands will show up as white. |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Fiendish
Joined: 29 Jun 2010 Posts: 118 Location: USA
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Posted: Wed Apr 06, 2016 4:47 pm Post subject: |
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when I name them for example "blah [0]" "blah [1]" "blah [2]" in 3ds max and then upload the mesh into previewer, the textures don't show up in the previewer to be able to edit at all. |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Wed Apr 06, 2016 5:39 pm Post subject: |
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mmn weird, you exporter is working cos you can upload one mesh , one texture.
but you are doing something different with the rest of the textures.( did you ck smooth groups and make sure they are set good? )
you need to do it exactly like imvu on the 2nd video tutorial.
take another look on that tutorial, first time I learn by myself I have to watch the tutorial 9 time s..lol ( my problem was , thinking I knew the rest of the steps never finish watching the whole tutorial and miss little things at the end )
there is another way , my way but for some pp can be easier or more confusing.
here is how I do it.
for every part of the mesh that I need texture, select one slot on the material editor, same steps imvu does and apply one texture, then for the next I chose another slot and do the same steps but the number keep getting bigger.
the advantage is if I make a mistake I can see witch one faster and get it fix.
disadvantage, I only have 24 slots / textures for each mesh you want to export as one.
If you like
send me your email on my "HP" I will send you a box so you can see it on max as a test. _________________
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MwoonkeyWwoonkey
Joined: 09 Sep 2010 Posts: 179 Location: Australia
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Posted: Thu Apr 14, 2016 7:37 pm Post subject: |
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why you would use seperate XMFs for your project i dont know because you should be able to animate its individual material via the XAF compared to its material in the XMF file.
anywho if you can manage to get your animation to work via the individual XMF method then i guess there is more than one way to skin a cat...
if your only issue is your materials in your seperate XMF files sharing one material slot then to fix it i would do as below.
open your xmf files in notepad while leaving one of them untouched, i would say the animation xmf as its directly associated with the xsf and xaf files,
search for the below by holding ctrl and pressing f in notepad (this will search)
then type in MATERIAL="
hold ctrl and press h (this will be to replace)
type in MATERIAL="10
save the xmf
(this will replace all material slots for that xmf from 00 to 1000, 01 to 1001 etc etc
open your next xmf doing the same as above but replacing with
MATERIAL="20 that will change the material slots in that from 00 to 2000, 01 to 2001 etc etc
then your materials will not share the same material slot in the client.
hope this helps.
make copies of your original xmf files for your own piece of mind.
its the same method i use to add meshes to a product i want to derive from.
MW |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Thu Apr 14, 2016 10:28 pm Post subject: |
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MwoonkeyWwoonkey wrote: | why you would use seperate XMFs for your project i dont know because you should be able to animate its individual material via the XAF compared to its material in the XMF file.
anywho if you can manage to get your animation to work via the individual XMF method then i guess there is more than one way to skin a cat...
if your only issue is your materials in your seperate XMF files sharing one material slot then to fix it i would do as below.
open your xmf files in notepad while leaving one of them untouched, i would say the animation xmf as its directly associated with the xsf and xaf files,
search for the below by holding ctrl and pressing f in notepad (this will search)
then type in MATERIAL="
hold ctrl and press h (this will be to replace)
type in MATERIAL="10
save the xmf
(this will replace all material slots for that xmf from 00 to 1000, 01 to 1001 etc etc
open your next xmf doing the same as above but replacing with
MATERIAL="20 that will change the material slots in that from 00 to 2000, 01 to 2001 etc etc
then your materials will not share the same material slot in the client.
hope this helps.
make copies of your original xmf files for your own piece of mind.
its the same method i use to add meshes to a product i want to derive from.
MW |
where were you one week ago..
how do you do this?
http://www.imvu.com/shop/product.php?products_id=27749673
no the materials but the mesh as one with animations. _________________
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MwoonkeyWwoonkey
Joined: 09 Sep 2010 Posts: 179 Location: Australia
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Posted: Thu Apr 14, 2016 10:50 pm Post subject: |
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My apologies it only ctrl h to replace.
No need to search.
Its change from to change to, i think youll get the gist.
A week ago i was doing my thing, i dont visit imvu and havent for a long time. |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Thu Apr 14, 2016 10:54 pm Post subject: |
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mmnn..
the only part I understood was .
Quote: | A week ago i was doing my thing, i dont visit imvu and havent for a long time. |
but now I know it can be done..lol
if you want to share would be nice, the only way I know is to split animated meshes , it works and is easy for me, cos imvu do it this way.
http://www.imvu.com/shop/product.php?products_id=17665736
and how I learn to do it from the imvu tutorials I post before. _________________

Last edited by Jaleman31 on Fri Apr 15, 2016 2:53 am; edited 1 time in total |
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EnglishTiger_disabled_334 
Joined: 16 Jan 2009 Posts: 4543 Location: United Kingdom
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Posted: Fri Apr 15, 2016 1:19 am Post subject: |
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I'd love to know how replacing MATERIAL=" with MATERIAL="10 is going to renumber the 1st ten slot numbers as 1000 to 1009 when those slot numbers do not have a leading 0 on them.
That method will renumber slots 0-9 as 100 to 109 not 1000 to 1009.  _________________
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MwoonkeyWwoonkey
Joined: 09 Sep 2010 Posts: 179 Location: Australia
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Posted: Sat Apr 16, 2016 3:14 am Post subject: |
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Hehe i stand corrected 😉 |
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SVTru
Joined: 29 Oct 2012 Posts: 460 Location: Russian Federation
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Posted: Wed Apr 20, 2016 3:06 am Post subject: Re: Uploading multiple xmf files into previewer? |
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Fiendish wrote: | Alright I know I'm doing something wrong, so I'm going to explain step-by-step the process in which I made this mesh:
1. I made the clock mesh, I attached all of the parts except the two hands which I wanted to move.
2. I textured the clock like this:
3: I added the root node, skinned the clock base to the root node, added the animation nodes, skinned each hand to each animation node. to mention I also linked the animation nodes to the root node:
4: I exported the root node as an .xsf, making sure the two animation nodes were checked when I exported. I exported each animation node as an .xaf after animating the hands.
5: So then I went into imvu, and I opened a new derivable product, a wall product. I inserted the skeleton and base mesh in, no troubles. then when I got to putting in the hand meshes, I had issues. as shown in the picture below:
what on earth am I doing wrong please and how can I fix it? I know I've been making a lot of threads over the course of producing this clock, but I'm still learning a lot of new things here and have precious few tutorials to look at for these things. |
Most problem i see you export 3 diferent matireals for your mesh insted of export 1 multi matireal _________________ http://www.imvu.com/shop/web_search.php?manufacturers_id=104449066
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Wed Apr 20, 2016 3:36 am Post subject: |
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Quote: | Most problem i see you export 3 diferent matireals for your mesh insted of export 1 multi matireal |
both ways work , I`ll do it all the time whit rooms that has lots of textures.
if you give it a try ,it works.
is easier to find and fix texture mistakes, a least for me.
I export 53 material for this one.
http://www.imvu.com/shop/product.php?products_id=19755531
what make you think that can be a problem?
the 0 in front of the numbers was one problem.
from imvu / create.
Quote: | materials must be numbered [0], [1], [2], [3]. |
_________________
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