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TheMouseMaiden
Joined: 25 Mar 2007 Posts: 308 Location: USA
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Posted: Sun Jan 04, 2009 2:20 pm Post subject: Trouble importing meshes to previewer :( |
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I've been importing meshes into the previewer for so long I could do it with my eyes closed. Now for some reason lately, anytime I import ANY xml file I get this:
and the mesh dissapears completely from the avatar. Does anyone know what is causing this or why its happening? I am using 3d max. Please Help! TheMaus!! |
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Sun Jan 04, 2009 2:29 pm Post subject: |
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Previewer does not think you have any polys.
Is it skinned/physiqued? weighted? what's at the top of the stack when you export?
It's easy to miss a basic step when you are used to doing things on auto pilot - phone rings, dogs bark, something happens to break your flow.
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TheMouseMaiden
Joined: 25 Mar 2007 Posts: 308 Location: USA
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Posted: Sun Jan 04, 2009 2:33 pm Post subject: |
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mercuria wrote: |
Previewer does not think you have any polys.
Is it skinned/physiqued? weighted? what's at the top of the stack when you export?
It's easy to miss a basic step when you are used to doing things on auto pilot - phone rings, dogs bark, something happens to break your flow.
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It is skinned. Skinned to the attachment root aligned to the Head bone Skin is the very top thing of the stack |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Sun Jan 04, 2009 3:13 pm Post subject: |
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it can be a few thing wrong.. first , if you have a new pc .
if you have re installed max .
if you have upgrade max .
if you are using the wrong cald 3d.
if nothing on these have happen, then is something wrong or you are missing when exporting...
remember for accessories you make your xsf files and then you export your xmf..
whit out seen the mesh itself or from you posting every step and pictures , it would be hard to guess what`s wrong.... _________________
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Sun Jan 04, 2009 3:13 pm Post subject: |
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Well that's right.
You sure weight value is set at 1.0?
Um, what else makes meshes disappear . . .
strange material assignments can but normally that renders a white mesh.
Usually, no submesh data is weighting, aligning, skinning etc problems.
Is it mapped? mesh ID's assigned?
I'm just thinking out loud here . . . _________________
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Sun Jan 04, 2009 3:22 pm Post subject: |
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if she pick the wrong root node when exporting , if the mesh is modify after applying skin, if the mesh was corrupted and save, if the mesh has not textures apply to it, or if you are using the wrong cald 3 d,
those are the reason I know why a mesh will not show on the previewer like that.. I have done it myself  _________________
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Sun Jan 04, 2009 3:28 pm Post subject: |
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ohyeah, wrong node, that will do it.
I stopped using the skin modifier so I'm a li'l rusty on this.
And it's been like 2 months since I've meshed.
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TheMouseMaiden
Joined: 25 Mar 2007 Posts: 308 Location: USA
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Posted: Sun Jan 04, 2009 4:16 pm Post subject: |
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Jaleman31 wrote: | it can be a few thing wrong.. first , if you have a new pc .
if you have re installed max .
if you have upgrade max .
if you are using the wrong cald 3d. |
Nope, none of these things happening. But what is cald 3d? I havent upgraded or downloaded anything of anykind from discreet or imvu and it has worked in the past unless there is something new i dont know about?
Jaleman31 wrote: |
if nothing on these have happen, then is something wrong or you are missing when exporting...
remember for accessories you make your xsf files and then you export your xmf..
whit out seen the mesh itself or from you posting every step and pictures , it would be hard to guess what`s wrong.... |
Without posting pictures I can tell you what i did for example.
1. made cube near head. convert to edit mesh (have done edit poly, made no difference)
2. press M for mat editor, selected multi sub mat button. made material set to one, set that little gray square to white on the left. Went in, changed name to s [0]. selected bitmap, put in a blue block for texture.
3. Select attachment root. (outer blue box) click align tool, then select head bone. with root selected,export as Head.xsf. Deselect root.
4. Went to modifier menu, select skin. Add attachment root. put a check in Vertex and deselected the other two. Drew a box around all verts on mesh, making a white box around them.
5. scrolled down, put a check in the Rigid box alone. added 1.0 in the nearby field. The vert boxes turn red. I turn off skin feature. With mesh still highlighted, export as s.xmf and Head,xsf in skeletonbox.
6. Deselect mesh, export xrf file.
7.go to previewer derive 13696 (gold disco glasses) went to special box first, swap out the current xsf file for head.xsf press apply changes.
8. go to geometry, swap s.xmf into current xmf slot
9.
I dont think I skipped any steps, or am I missing something? :\ |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Sun Jan 04, 2009 4:26 pm Post subject: |
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Quote: |
3. Select attachment root. (outer blue box) click align tool, then select head bone. with root selected,export as Head.xsf. Deselect root. |
this is your problem,,
you export after you skin your item.
make your mesh, apply texture. skin to the avatar, and last export.. _________________
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TheMouseMaiden
Joined: 25 Mar 2007 Posts: 308 Location: USA
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Posted: Sun Jan 04, 2009 4:46 pm Post subject: |
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wow, it worked ^^ Thank you so much!! |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Sun Jan 04, 2009 4:51 pm Post subject: |
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your welcome.  _________________
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Mercuria  Moderator
Joined: 13 Nov 2004 Posts: 18354 Location: USA
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Posted: Sun Jan 04, 2009 4:57 pm Post subject: |
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I would have said what he said too.
This is the perfect example of how to get help fast.
Posting step by step the whole process allows people to pinpoint the error quickly.
This allows the OP to get help almost immediately and not have to wasted days going back and forth.
I commend you on being able to post your steps in this manner. It is a good example for anyone seeking help! _________________
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TheMouseMaiden
Joined: 25 Mar 2007 Posts: 308 Location: USA
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Posted: Sun Jan 18, 2009 11:53 am Post subject: |
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meep. okie its me again..
So this time I was working on my hair mesh and I get the same problem. Only since it is hair I dont know what im supposed to export? Here is my process:
1. Mesh made. Set to Editable polygon
2. Skin the mesh to Head instead of AttachmentRoot
3. Export mesh with Female weighting file set as xsf
4. Import into Previewer (male hair rosti pid: 355)
5. Recieve failure
I'm assuming im NOT supposed to export the head bone for this? Beause that doesnt make sense to me..
what'd I do wrong this time?
Any help would be appreciated and a mighty thanks in advance |
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Jaleman31
Joined: 03 Jul 2006 Posts: 11655 Location: USA - WA
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Posted: Sun Jan 18, 2009 3:25 pm Post subject: |
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hair normally if you want to replace the hair of the default avatar..you need to physique the hair, and when you export you just export the mesh.. using the default master root from the imvu folder of the female avatar..
the way you are doing it is like an accessory , it will not replace the hair on the avatar.
if the hair is short or parts of the hair do not need to move , bend etc.. they can be skin to the head bone.
under material tab , make sure you are replacing the hair on the avatar parts.. _________________
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TheMouseMaiden
Joined: 25 Mar 2007 Posts: 308 Location: USA
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Posted: Sun Jan 18, 2009 4:07 pm Post subject: |
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yes, the hair is short. As I said:
1. I skinned the hair mesh directly to the head bone (instead of the attachment root aligned to the head bone.)
2. Next I exported the hair mesh and i used the imvu provided Female04_Anime01_SkeletonMASTER.xsf as the skeleton file the hair is attached to.
3. I go to the previewer deriving from rosti pid 355 and I go to the geometry tab and click browse to upload the xmf file I have created. Once I press Apply Changes I am greeted with absolutely nothing under my submesh info and a bald avatar.
I'm not sure what I did wrong this time around? |
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