tomworld10 Posted January 17, 2008 Share Posted January 17, 2008 Hi, I'm trying to convert the rollerblades from a ped to bikes boots. I'm using 3dsmax. After trying different way to do it, this one is the best I can think of. I've follow most of this tutorial. I've imported wmyro.dff delete everyhting but the blades mesh, import ripped clump from biker.dff (the biker boots model from player.img) reskin the blades mesh to the bones, edit envelopes right, and when I export like this : and I get this error You can get the max file here, and try it yourself to see if it works for you. If you can tell me what I am doing wrong, if I should do this a different way ? Thanks a lot. Have fun Link to comment Share on other sites More sharing options...
AndrewGuy12 Posted January 21, 2008 Share Posted January 21, 2008 Hi, I'm trying to convert the rollerblades from a ped to bikes boots. I'm using 3dsmax. After trying different way to do it, this one is the best I can think of. I've follow most of this tutorial. I've imported wmyro.dff delete everyhting but the blades mesh, import ripped clump from biker.dff (the biker boots model from player.img) reskin the blades mesh to the bones, edit envelopes right, and when I export like this : and I get this error You can get the max file here, and try it yourself to see if it works for you. If you can tell me what I am doing wrong, if I should do this a different way ? Thanks a lot. Have fun Hey! I didn't find out what your problem was, the funny part is that this error happens a lot, and I helped fix this error a bunch of times. I dont know how this keeps happening to people (happened to me too I think I posted a topic about it, no answer lol). I just redo the whole thing and it exports nicely for me. I had to reweight paint since I had to redo it. If you want the download link for it just message me since I dont k want other people downloading your work lol. Link to comment Share on other sites More sharing options...
rebel_36 Posted January 22, 2008 Share Posted January 22, 2008 ive dled your max file, tried exporting, same error as you rerigged and exporting worked, you must have done something wrong while rigging delete your current skin modifier, apply skin modifier, add all bones, click on R foot, click edit envelopes, check vertices box, scroll down and use 1,0 abs. effect, check rigid box, click paint weights, scroll up and do the same with L foot and in the end click again on edit envelopes, so the button is not active, export should work Link to comment Share on other sites More sharing options...
tomworld10 Posted January 25, 2008 Author Share Posted January 25, 2008 Hi, Thanks for your quick answers you'll both have some credits for this. I havn't tried again yet, I will soon. @AndrewGuy12 : All my work is totally free, and people will be downloading when it will be include in B2R 4.0. So go on and give the link here if you want to, for me there is no problem at all. Further more since you've redone the whole thing it's more likely to be your work now, not much mine. The idea isn't even mine either, it's an old request from Midnightz. So if you're ok releasing your work I'm fine with it too !!!!! By the way you will then get the full credit for it in B2R readme. @rebel_36 : This was pretty much what I've done except for "click paint weights", I was close but not right... And I did deactivate "Edit Envelopes" button before exporting, back then I didn't know why I was sure I had to, but I did. Anyway since in wmyro.dff the rollerblades are skinned to Calf, Foot and Toe, if I follow you right I've to apply skin modifier, add all bones then : - click on R Calf and click edit envelopes, check vertices box, scroll down and use 1,0 abs. effect, check rigid box, click paint weights and skin the vertices - click on R Foot and do the same as R Calf - click on R Toe0 and do the same again - click on L xxx and do the same as done for R xxx and in the end deactivate "Edit Envelopes" button then export. Is it right ??? Thank you both anyway Have fun Link to comment Share on other sites More sharing options...
Wesser Posted January 25, 2008 Share Posted January 25, 2008 Hey tomworld10! I'm not a modelling modder but I think that after you have edited the envelopes you can't export the .dff because in the original .dff there are three clumps. You must export the bones or have you done it? 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
rebel_36 Posted January 25, 2008 Share Posted January 25, 2008 @rebel_36 : This was pretty much what I've done except for "click paint weights", I was close but not right... And I did deactivate "Edit Envelopes" button before exporting, back then I didn't know why I was sure I had to, but I did. Anyway since in wmyro.dff the rollerblades are skinned to Calf, Foot and Toe, if I follow you right I've to apply skin modifier, add all bones then : - click on R Calf and click edit envelopes, check vertices box, scroll down and use 1,0 abs. effect, check rigid box, click paint weights and skin the vertices - click on R Foot and do the same as R Calf - click on R Toe0 and do the same again - click on L xxx and do the same as done for R xxx and in the end deactivate "Edit Envelopes" button then export. Is it right ??? im also making blades for midnightz, not the same as you though. also, im not assigning any vertices to the toe bones, only foot and the upper vertices to the calf, i dont think you need toes, blade boots are pretty stiff, i dont think you can even bend them your order is wrong, you need to click "paint wheights" AFTER you selected a set of vertices. so add all bones, click on the left foot one for example, select vertices in a viewport (even though vertices arent being displayed, only wireframe), do the abs and rigid stuff and THEN paint wheights, then repeat with other bones & vertices you probably selected vertices with the red line thing, right? i guess that was the problem Link to comment Share on other sites More sharing options...
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