[solved]Attach mesh to skeleton without crashing

Post Reply
arkhiel
Posts: 74
Joined: Wed Aug 06, 2014 9:07 am

Thu Sep 01, 2016 9:17 pm

Hi. I'd like to test armour creation but I keep having crashes.
I'm new to 3dsmax but though, could make some weapons so why not trying ^^ .

I've taken the package with the M and F bodies in max format, I open them in 3DSMax 2010, apart from the fact that some files (animations) seem to be missed, opening is ok.

I read the doc joined with max files, saw that https://www.youtube.com/watch?v=LMo_LSuy6xU

So, I just create a simple box, just to see if it will work, I put it in the place of the helmet would be, select physique modifier, click on "attack to node" , press H , pick either the global skeleton or the head (tried both) , checked in the ogre exporter that binormals and tangent were put to yes, export mesh and skeleton, assign it to my test mod and run... and it crashes...

So what part did I miss ?

If only devs could just make some tutorial even a short one, with some placeholder, just to get the procedure... it would be soooooooooo much appreciated ^^'

I DO want to add stuff but get stucked at that part :(

So if anyone could help (so somewere that a modder actually MANAGED to get his armor in game so... )

THANKS ^_^
Last edited by arkhiel on Thu Sep 01, 2016 11:16 pm, edited 1 time in total.

arkhiel
Posts: 74
Joined: Wed Aug 06, 2014 9:07 am

Thu Sep 01, 2016 11:07 pm

OK self answer, should do a tutorial (I love this forum, no one ever replies but I get answers :3 ) , anyway it works ^^
http://steamcommunity.com/sharedfiles/f ... =756346092 (yeah it s a cube withno UVmap )

FOR 3DSMAX 2010
So if anyone is asking itself the question), import the max (for male or female), make your mesh (shape, UV map and such) as close as possible to the skeleton.

link for the template : http://www.lofigames.com/phpBB3/viewtop ... =11&t=9834

When your model is ok and well placed, select Skin (in modifier list), add bone (if you make an helmet, choose head only for example), click on edit envelope, check that your model is wrapped (so the mesh is red)
Check that it works by moving or rotating the bone attached. If it works it's ok !

then make sure in ogre exporter that tangent and binormal are set to yes in exportation.
Export, mod, profit !

Goldenes UBoot
Posts: 80
Joined: Fri Apr 29, 2016 10:27 am

Fri Sep 02, 2016 10:12 am

I like the cube. ) And I wish I could do things like that but I am more into inventing new little stories I guess. I have experienced the lack of answers here also but I guess the reason is that we all are part of the generation of explorers in this game. We have to find out how things work by ourselves and make it easier for the masses who will hopefully play this game in the future. Very often the answers are just not known and the FCS is cahnging and has bugs which turns answers into coincidences therefore there are often no replies.
Windows 7 64 bit Home Premium
Intel Core i5-2500K CPU @3.30 Ghz
8 GB RAM
NVIDIA GeForce GTX 560 Ti

arkhiel
Posts: 74
Joined: Wed Aug 06, 2014 9:07 am

Fri Sep 02, 2016 8:17 pm

You know what I also didn't know how to use 3dsmax at all a week ago ^^ .
Not that hard to get weapon in game, as long as you get how to do it. You just try cubes first and then...

Post Reply
  • Information
  • Who is online

    Users browsing this forum: Bing [Bot] and 4 guests