Simone88 Posted May 7, 2020 Share Posted May 7, 2020 Please, any solution for "Shared Core Error" in 3DS Max 2020? Link to comment Share on other sites More sharing options...
QvH Posted June 6, 2020 Share Posted June 6, 2020 (edited) deleted Edited November 5, 2020 by QvH deleted Link to comment Share on other sites More sharing options...
MrGTAmodsgerman Posted June 6, 2020 Share Posted June 6, 2020 This video might help you to get better rigging results. Redman'' and lpgunit 2 Link to comment Share on other sites More sharing options...
Infinity_esp Posted June 12, 2020 Share Posted June 12, 2020 I have the problem of the core. I install different versions from different web sites, but It puts everytime. Shared Core Error: only throws without arguments permitted in catch expressions. I tried with 3dsmax 2020 and 2021 and same problem. Link to comment Share on other sites More sharing options...
Weirdo Gee Posted July 11, 2020 Share Posted July 11, 2020 Can I Rig My Own Ped Using The Create Bone Feature In Gims? Or Do I Have Too Use A SKEL From A Ped Using OpenIV? Also, Can I add Bones Too an existing PED SKEL Without having import to OpenIV And Export From Gims Errors? Any Help is appreciated... Link to comment Share on other sites More sharing options...
PashaStrayt Posted July 13, 2020 Share Posted July 13, 2020 (edited) Can someone please share gims evo 2016+ to me? I really need install this on 3ds max 2021. I've already done it and worked fine, but I lost appdatalocal folder "gims" UPD: This is no longer required, thanks Edited July 13, 2020 by PashaStrayt Link to comment Share on other sites More sharing options...
PashaStrayt Posted July 13, 2020 Share Posted July 13, 2020 On 7/11/2020 at 3:31 AM, Weirdo Gee said: Can I Rig My Own Ped Using The Create Bone Feature In Gims? Or Do I Have Too Use A SKEL From A Ped Using OpenIV? Also, Can I add Bones Too an existing PED SKEL Without having import to OpenIV And Export From Gims Errors? Any Help is appreciated... As far as I know, the .yft format (containing skeleton information) cannot be edited. Therefore, you can only use it already existing PED SKEL Link to comment Share on other sites More sharing options...
quechus13 Posted August 10, 2020 Share Posted August 10, 2020 On 7/13/2020 at 5:23 AM, PashaStrayt said: As far as I know, the .yft format (containing skeleton information) cannot be edited. Therefore, you can only use it already existing PED SKEL You can edit YFT using Zmodeler. Edit bones in Zmodeler and import with GIMS to rig. Link to comment Share on other sites More sharing options...
LeeC22 Posted August 11, 2020 Share Posted August 11, 2020 On 7/13/2020 at 12:23 PM, PashaStrayt said: As far as I know, the .yft format (containing skeleton information) cannot be edited. Therefore, you can only use it already existing PED SKEL This might change soon as you can now export the yft files to XML with Codewalker and then import them back. This applies to both Peds and Vehicles, meaning we might see full editing of both of those in Max or Blender at some point in the future... hopefully. Shnockered1 1 Link to comment Share on other sites More sharing options...
sibo Posted August 24, 2020 Share Posted August 24, 2020 (edited) hello, i'm trying to make stairs but it doesn't work really well. I could only walk on the left side of the stairs. Does anyone know what's wrong with my mod? Spoiler https://ibb.co/7SL015N https://ibb.co/c397x4P https://ibb.co/y83dk0D Edited August 24, 2020 by sibo Link to comment Share on other sites More sharing options...
PYRI Posted August 26, 2020 Share Posted August 26, 2020 (edited) Hello I have exported collisions for a model using GIMS EVO but while importing it into .ybn using open iv I am getting this error sector_1.obn(Line 10918):Material index(1) is out of Material bounds(1) . Any help would be appreciated. Edited August 26, 2020 by PYRI Wrong spelling Link to comment Share on other sites More sharing options...
SatriaKaneSantoso Posted September 22, 2020 Share Posted September 22, 2020 On 1/2/2016 at 6:23 AM, 3Doomer said: is it work on 3ds max 2021? Reveal hidden contents Root objects: { [Collisions] Dictionary [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Models] Dictionary [Models] Model [Imposters] Model (Modifier) [Graphics] Texture Dictionary [Models] Game mesh (Modifier) [Collisions] Mesh (Modifier) } Allowed hierarchy node children: { [Collisions] Dictionary: { Editable_mesh Editable_Poly [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Composite: { Editable_mesh Editable_Poly [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Models] Dictionary: { Editable_mesh Editable_Poly [Imposters] Model (Modifier) [Models] Model } [Models] Model: { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [Imposters] Bone (Modifier) [Imposters] Light (Modifier) } [Imposters] Model (Modifier): { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [Imposters] Bone (Modifier) [Imposters] Light (Modifier) } [Models] Bone: { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [Imposters] Bone (Modifier) [Imposters] Light (Modifier) } Editable_mesh: { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } Editable_Poly: { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Collisions] Mesh (Modifier): { [PrimCollisions] Box [PrimCollisions] Sphere [PrimCollisions] Capsule [PrimCollisions] Cylinder } [Models] Game mesh (Modifier): { [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) } [Imposters] Bone (Modifier): { Editable_mesh Editable_Poly [Models] Bone [Models] Light [Collisions] Composite [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [Collisions] Mesh (Modifier) [Models] Game mesh (Modifier) [Imposters] Bone (Modifier) [Imposters] Light (Modifier) } [Collisions] Plane [Collisions] Box [Collisions] Disc [Collisions] Sphere [Collisions] Cylinder [Collisions] Capsule [PrimCollisions] Box [PrimCollisions] Sphere [PrimCollisions] Capsule [PrimCollisions] Cylinder [Graphics] Texture Dictionary [Models] Light [Imposters] Light (Modifier) } Link to comment Share on other sites More sharing options...
4Brad Posted October 20, 2020 Share Posted October 20, 2020 Guys get me up to speed with GIMS - Can we rig heads now or is it still... a problem? Link to comment Share on other sites More sharing options...
RokkuDayo Posted November 5, 2020 Share Posted November 5, 2020 On 10/20/2020 at 4:09 PM, 4Brad said: Guys get me up to speed with GIMS - Can we rig heads now or is it still... a problem? The exported weighting is still messy and faces are split regardless if sharp edges are needed or not, at this point, I just wish someone would develop a script for Blender that can export models to YDD or even openFormat's ODD, ZModeler 3 has been the monopoly of ped modding for way too long. LeeC22 1 Link to comment Share on other sites More sharing options...
Wai_Rax Posted November 16, 2020 Share Posted November 16, 2020 Hello, I get an error message on GIMS when i try to open the texture file someone ca help pls? Link to comment Share on other sites More sharing options...
BrynnaDaRosa Posted December 14, 2020 Share Posted December 14, 2020 On 11/5/2020 at 10:11 AM, RokkuDayo said: The exported weighting is still messy and faces are split regardless if sharp edges are needed or not, at this point, I just wish someone would develop a script for Blender that can export models to YDD or even openFormat's ODD, ZModeler 3 has been the monopoly of ped modding for way too long. Wait... Okay, so is THIS why I'm having issues with my mod? I weighted everything perfectly in Blender but it's kind of a mess in-game. I'm also having massive issues getting it to export correctly. Can somebody help me? I keep getting this error for all the bones like "(yadda yadda bone) with type Dummy isn't allowed in current hierarchy, and won't be exported. May be, you've forgot to add or remove some modifiers?" I have no idea what I did wrong or how to correct this. Link to comment Share on other sites More sharing options...
klementin Posted December 23, 2020 Share Posted December 23, 2020 (edited) How to fix it? I want to make a custom jacket for an online character and have seen a way with .skel, but i can't find a .yft/.skel for the jacket. Edited December 23, 2020 by klementin Link to comment Share on other sites More sharing options...
AverageKevin Posted January 16, 2021 Share Posted January 16, 2021 Hey, GIMS won't start on 3DS MAX 2021, Shared core error. Is there a fix for this? Link to comment Share on other sites More sharing options...
LeeC22 Posted January 16, 2021 Share Posted January 16, 2021 1 hour ago, AverageKevin said: Hey, GIMS won't start on 3DS MAX 2021, Shared core error. Is there a fix for this? This thread might be useful to you. Link to comment Share on other sites More sharing options...
AverageKevin Posted January 16, 2021 Share Posted January 16, 2021 17 minutes ago, LeeC22 said: This thread might be useful to you. Yes, Thank you. It worked out. LeeC22 1 Link to comment Share on other sites More sharing options...
mpkdanger Posted January 17, 2021 Share Posted January 17, 2021 Hey guys, I am making a bulletproof vest for Amanda, when I export it I receive an error stating there is more than one root bone? I had a lot of fake bones which I don't understand. I'm using 3ds Max 2016. Is there something I'm missing??? Link to comment Share on other sites More sharing options...
MaurícioAl10 Posted January 23, 2021 Share Posted January 23, 2021 On 1/30/2018 at 1:09 AM, Smallo92 said: Every file I try to import gives me the following error. [2 errors]1 times: Can't find a vertex declaration with name "NA4D53FD6" for material #1. Mesh can't be read and will be skipped.1 times: Can't import anything.[0 warnings] for you to be able to import the model with this error you have to edit the .mesh file inside the odr folder, open it with notepad++ and look for NA4D53FD6 and replace all with N209731BE, save and test ^^ (it worked very well for me) Link to comment Share on other sites More sharing options...
Yoha Posted January 31, 2021 Share Posted January 31, 2021 (edited) Hi 3Doomer~ Recently, I got an error when I use GIMS EVO. There's an error message window popup, when I click a material in the material list on GIMS pannel. I'm using 3dsMAX2016, and I never update 3dmax for years. And all the lights will be deleted immediately, after this error message popup. BTW, I also test this on my laptop, and another computer, and my friends computer. All of them will get this problem recently. I also used 2016 and 2020, same. I also tried import original gta5 ydr model with light, and then import or merge another model into this scene. still, I will get this error message. How can I fix this problem? Big Thanks~~ Here is the errow message: [ERROR] Attempt to access deleted scene object [STACK] ** thread data: threadID:9972 ** ------------------------------------------------------ ** [stack level: 0] ** In UpdateThumbnail(); filename: C:\Users\ax\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 12918; line: 296 ** member of: Rollout:EGIMS_V_matlist ** Defined in encrypted script ** ------------------------------------------------------ ** [stack level: 1] ** called from EGIMS_V_matlist_Item1.rolledUp() ** member of: Rollout:EGIMS_V_matlist_Item1 ** ------------------------------------------------------ ** [stack level: 2] ** called from top-level [OldErrorStream] [AddInfo level 0] #mtlID: 0 #LastMtlID: see <#mtlID> Edited January 31, 2021 by Yoha Link to comment Share on other sites More sharing options...
Graok Posted March 13, 2021 Share Posted March 13, 2021 (edited) Hello, I have a big issue with my 3DS Max. When i try to import ODR files I have always this type of error: Quote "undefined [ERROR] -- Erreur d'exécution: Wrong type of material found at shader index 1: Standardmaterial [STACK] ** données de file: ID de la file: 22964 ** ------------------------------------------------------ ** [stack level: 0] ** Pouces create(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\02_TypeLibrary.mse; position: 149791; ligne: 3797 ** membre de: StructDef:strLODGroup ** Définition dans le script codé ** ------------------------------------------------------ ** [stack level: 1] ** appelé de create(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\02_TypeLibrary.mse; position: 237101; ligne: 5893 ** membre de: StructDef:strDrawable ** Définition dans le script codé ** ------------------------------------------------------ ** [stack level: 2] ** appelé de FileID loop; nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 190495; ligne: 3948 ** membre de: bloc du code anonyme ** Définition dans le script codé ** ------------------------------------------------------ ** [stack level: 3] ** appelé de Import_Files(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 190571; ligne: 3952 ** membre de: StructDef:GUIstr ** Définition dans le script codé ** ------------------------------------------------------ ** [stack level: 4] ** appelé de import(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\V\Files\99_GUI.mse; position: 192663; ligne: 3997 ** membre de: StructDef:GUIstr ** Définition dans le script codé ** ------------------------------------------------------ ** [stack level: 5] ** appelé de InvokeEvent(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\Shared\Files\00_Core.mse; position: 402194; ligne: 10710 ** membre de: StructDef:GUIMgrstr ** Définition dans le script codé ** ------------------------------------------------------ ** [stack level: 6] ** appelé de MouseClick(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\Shared\Files\00_Core.mse; position: 411319; ligne: 10891 ** membre de: StructDef:GUIMgrstr ** Définition dans le script codé ** ------------------------------------------------------ ** [stack level: 7] ** appelé de niveau supérieur [OldErrorStream] [AddInfo level 0] #Mtls: [11] #( cs4_07_rlds_vc_extraTpage_0003:EGIMS_V_Material, cs4_07_rlds_vc_extraTpage_0008:EGIMS_V_Material, cs4_07_rlds_vc_doorsTpage_0001:EGIMS_V_Material, IM_Roof04:EGIMS_V_Material, MC_Wood_0001:EGIMS_V_Material, IM_Wall03:EGIMS_V_Material, im_concrete03:EGIMS_V_Material, dc_gravel_road02:E <...> #MMtlCount: 11 [AddInfo level 1] #DiskPath: "C:\Users\Romain\Desktop\mapping\test\" #ObjName: "cs4_07_shop001" #extension: ".odr" " ** données de file: ID de la file: 22964 ** ------------------------------------------------------ ** [stack level: 0] ** Pouces OnCloseReport(); nom de fichier: C:\Users\Romain\AppData\Local\GIMS\Shared\Files\99_GUI.mse; position: 38355; ligne: 892 ** membre de: StructDef:strGUI ** Définition dans le script codé I try a lot of solution but I'm stuck today.. I can't try to made interior for GTA V. I already try to re install Gims, ask to a friend a odr file ... I have no issue with OBN with. I can edit colision without problem. If someone have a solution it will be cool . Regards. Graok Edited March 13, 2021 by Graok Link to comment Share on other sites More sharing options...
ArKEn Posted March 15, 2021 Share Posted March 15, 2021 nie działa mi czy ktoś może pomóc? Link to comment Share on other sites More sharing options...
Laris4u Posted March 17, 2021 Share Posted March 17, 2021 Hi guys! I am trying to solve this Problem since a Week! I want to export my Shell for an MLO. It is an editable Poly with an Model Game Mesh Modifier. When I want to export it with the Dictionary, there comes a Warning: Object [...] with type Poly/Mesh want export. Maybe you forgot to add or remove some Modifiers? Any suggestions? I am doing anything like else! kind Regards Link to comment Share on other sites More sharing options...
YamadaBacon Posted April 3, 2021 Share Posted April 3, 2021 HELP!! 3ds max 2016 error .odr file only… "undefined [ERROR] -- Erreur d'exécution: Wrong type of material found at shader index 1: Standardmaterial Link to comment Share on other sites More sharing options...
J0K3R__ Posted April 5, 2021 Share Posted April 5, 2021 SysEnv = (DotNETClass "System.Environment") SpcFolder = (DotNETClass "System.Environment+SpecialFolder") GetFolderPath = SysEnv.GetFolderPath LocalApplicationPath = (GetFolderPath SpcFolder.LocalApplicationData) CommonApplicationPath = (GetFolderPath SpcFolder.CommonApplicationData) if LocalApplicationPath.Count == 0 then LocalApplicationPath = CommonApplicationPath if LocalApplicationPath.Count == 0 then LocalApplicationPath = "Can't find the application data folder!\nPlease report this error at forums." MessageBox LocalApplicationPath Title:"GIMS Evo install path" Link to comment Share on other sites More sharing options...
ProdByHITS Posted October 14, 2021 Share Posted October 14, 2021 Hello I've modeled a "Chain Pendent" for a FiveM server but when I export using GIMS EVO it looks weird like missing faces. I've tried lowering the poly count massively even separated the chain from pendent still looks weird. Im using 3DS Max 2021 Link to comment Share on other sites More sharing options...
MrGTAmodsgerman Posted October 14, 2021 Share Posted October 14, 2021 6 hours ago, ProdByHITS said: Hello I've modeled a "Chain Pendent" for a FiveM server but when I export using GIMS EVO it looks weird like missing faces. I've tried lowering the poly count massively even separated the chain from pendent still looks weird. Im using 3DS Max 2021 Jesus. This model is too high poly. Its not made for rigging. I assume it was made for rendering and have bad topology which causes the problem you describe. Bake the chain into a alpha texture and its normal map. And retopo the text block itself in some game friendly polygon count. I assume you can have the same amount of detail with just 1-2k polygons. And then rigging will also work better. ProdByHITS 1 Link to comment Share on other sites More sharing options...
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