demostenes Posted October 2, 2012 Share Posted October 2, 2012 We cant export mesh with add bones that are outside of selected object. 1) open file with character 2) hide geometry in 3ds max 3) double click on "Bip01 Pelvis" bone, that select whole skeleton with mount bones 4) show geometry in 3ds max 5) CTR + double click on body 6) run MeshSkinned export plugin in 3ds max When we do it in "Autodesk 3ds Max 2010 32-bit", we get correct skeleton with all selected bones in .smesh file, but if we do it in "Autodesk 3ds Max 2012 64-bit - English" then we get incorrect skeleton in .smesh file, missing mount bones that are defined outside of select object. It can be replicated on character we ve sent you with our performance test case. Link to comment
necris Posted October 5, 2012 Share Posted October 5, 2012 Thanks. This information was passed to the developers. Link to comment
manguste Posted December 19, 2012 Share Posted December 19, 2012 The behaviour when you click on the body (that is, a cuirass), and only that part is selected is perfectly normal. If you mean something different, I'm afraid, we do not understand the point you are trying to make. Screenshots will be of help here. Link to comment
honya Posted December 19, 2012 Share Posted December 19, 2012 Manguste here what i want (get from Autodesk 3DS max 2010): And this i get from Autodesk 3DS max 2012: You can see that external bones missing. Sequence of selected item was same. Link to comment
necris Posted December 20, 2012 Share Posted December 20, 2012 Thanks, we've reproduced this behaviour. Can I ask why you need to export external bones which are outside of the selected surface? How do you plan to use them? Link to comment
honya Posted December 20, 2012 Share Posted December 20, 2012 (edited) We use it for mount mesh on it. Example: We have sword that is simple mesh and i want it equip on the character, to the right hand, left hand, on the back, on the belt. It was still same sword (mesh). Generaly it is for equip mesh object on the character that have animation, so the item will be change position acording by animation of the character. Picture with example is attached. Edited December 20, 2012 by honya Link to comment
necris Posted December 22, 2012 Share Posted December 22, 2012 Honya, May be you can achieve the same result if you accept the horseman body (hero_body) as base mesh, and add all external bones (for swords or armor elements) to this mesh, but don't assign a weight to this bones. Then export hero_body with all this bones. Link to comment
honya Posted December 22, 2012 Share Posted December 22, 2012 Necris, that can be result, but why it work in Autodesk 3ds max 2010, but not in Autodesk 3ds max 2012? That it's my point that try to show you, when the source file is same for both version of Autodesk 3ds max. Link to comment
necris Posted December 22, 2012 Share Posted December 22, 2012 Honya, Trouble added to the bug list, but really can't promise our devs will look into this issue any time soon, since it's not critical :( Too focused on other issues and suggestions. Sorry for the inconvenience. Link to comment
honya Posted December 22, 2012 Share Posted December 22, 2012 Necris, i don't hurry on it, because i can get what i want from 2010, but primary i use 2012 version of Aurodesk 3ds MAX studia. Link to comment
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