Simone88 0 Posted May 7, 2020 Share Posted May 7, 2020 Please, any solution for "Shared Core Error" in 3DS Max 2020? Link to post Share on other sites
QvH 77 Posted June 6, 2020 Share Posted June 6, 2020 (edited) deleted Edited November 5, 2020 by QvH deleted Link to post Share on other sites
MrGTAmodsgerman 297 Posted June 6, 2020 Share Posted June 6, 2020 This video might help you to get better rigging results. 1 Link to post Share on other sites
Infinity_esp 0 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 post Share on other sites
Weirdo Gee 0 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 post Share on other sites
PashaStrayt 1 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 post Share on other sites
PashaStrayt 1 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 post Share on other sites
quechus13 164 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 post Share on other sites
LeeC22 600 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. 1 Link to post Share on other sites
sibo 0 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 post Share on other sites
PYRI 0 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 post Share on other sites
SatriaKaneSantoso 0 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 post Share on other sites
4Brad 0 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 post Share on other sites
RokkuDayo 208 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. Link to post Share on other sites
Wai_Rax 0 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 post Share on other sites
BrynnaDaRosa 61 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 post Share on other sites
klementin 0 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 post Share on other sites