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Author Topic: Problem with bones in another model format  (Read 6658 times)
inico
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Problem with bones in another model format
« on: December 15, 2009, 04:53 »

Hi Gildor!
First of all, sorry for my english, cause i speek spanish ^^

I have a question about lineage models exported with Unreal Model Viewer in Milkshape 3D.
A friend of mine imported the model of a Raptor from Lineage ][. The animations and the bones looks great, but when i save it with another formar, for example, MDX, the bones squirm and the model animations and animations are completely deformed :S
I exported the model with the Milkshape 3D default MDLX pluggin but it happends again.

Images:

1- Bones are OK

2- Bones looks bad in .MDX editor

3- The animations is ok but the bones are bad and the animations looks bad...

What's wrong? I can export a lot of models to .MDX format, but those Lineage 2 Modelos deforms when i do it. is this problem caused by Milkshape or UnrealModelviewer? How can i fix it?

Well, thanks a lot!
Thank you very much! Smiley
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Gildor
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Re: Problem with bones in another model format
« Reply #1 on: December 15, 2009, 15:05 »

What is MDX format?
Why are you using Milkshape instead of 3ds Max?

Milkshape is very buggy software when it is used as mesh/animation converter. It has partial support for many formats. For example: md5mesh is supported (without skeleton!), md5anim is not supported. Psk/psa formats are supported with bugs Sad
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pixellegolas
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Re: Problem with bones in another model format
« Reply #2 on: December 15, 2009, 18:22 »

well milkshape is a little more cheap than 3ds max, maybe blender could be used if you want cheap?
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inico
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Re: Problem with bones in another model format
« Reply #3 on: December 15, 2009, 18:30 »

.MDX format is "Warcraft 3" format, i want to create a machinima there.
So, if i open the lineage model with 3ds max and export it as .MDX it might work?

Thanks!
« Last Edit: December 15, 2009, 18:34 by inico » Logged
inico
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Re: Problem with bones in another model format
« Reply #4 on: December 16, 2009, 08:13 »

Sorry for double post, but, did 3DS MAX support .Psk and .PSA files?
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Gildor
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Re: Problem with bones in another model format
« Reply #5 on: December 16, 2009, 11:43 »

Check for Actor X Importer for 3ds Max. Look into announcements board.
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inico
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Re: Problem with bones in another model format
« Reply #6 on: December 16, 2009, 20:24 »

Ok, i downloaded it and it works!!! ^^
But when i try to expor the model as .MDX it says:



only i need to fix it and my model is exported as .MDX T.T
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Gildor
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Re: Problem with bones in another model format
« Reply #7 on: December 16, 2009, 20:27 »

Try to load mesh (psk) into Max, export it into something another (FBX), load it back, then export as MDX.
Possibly Max -> FBX -> Max will fix some problems.
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inico
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Re: Problem with bones in another model format
« Reply #8 on: December 16, 2009, 21:20 »

This is the exporter:
http://www.megaupload.com/?d=MMNWH4P9

I think that the exporter is bad, because the problem continues!!! :s
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Teoma
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Re: Problem with bones in another model format
« Reply #9 on: December 17, 2009, 00:15 »

Google will help you ! http://www.google.md/search?hl=ru&q=mdx+importer+exporter+error+runtime&lr=&aq=f&oq=
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inico
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Re: Problem with bones in another model format
« Reply #10 on: December 17, 2009, 04:15 »

When i add another model to the secuence, i try to expot as mdx and i have this error:



In english, it says "Runtime error: Mesh has no TVFaces".

What can i do? Everything is a problem xD

PS: I searched in google but i can't found the problem u.u
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