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Author Topic: Character Model Importing for Dummies (Under Construction)  (Read 31828 times)
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Titanoverlord
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« Reply #30 on: November 16, 2011, 09:13:18 PM »


I'm having a problem when importing brawl characters .dae to 3ds max.

I export the model I want as a .dae, then I select "Import" in 3ds max and set the configurations as you can see in the pic:

3ds max imports the model, shows me the usual error window, and when I close it, I encounter this:

The model is all buggered up and the skelleton doesn't show as it should: The right foot is always away from the rest of the model and such things.

I'm using 3DS max 2010, and afaik, the dae importer that comes with it works :/


Delete the skin modifier on the mesh/poly and everything should snap into place.
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Naruto200Man
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    « Reply #31 on: November 17, 2011, 03:54:44 PM »


    Is anyone going to finish this tutorial?
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    Beyond
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    « Reply #32 on: November 17, 2011, 04:11:54 PM »


    Is anyone going to finish this tutorial?


    When I get enough free time, like I had when I started the tutorial, I'll finish it.

    I've been too busy to devote the time needed to finish it. Maybe this weekend if I have nothing better to do.
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    Naruto200Man
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    « Reply #33 on: November 17, 2011, 04:19:08 PM »


    Okay, I was just asking xD

    I mean, I'm just about finished rigging soo....lol
    *can't wait to see this finish*

    and I mean figuratively
    Thankfully I'll have BJ's confusing tutorial for now. *shrug*
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    Teinchi23
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    « Reply #34 on: November 17, 2011, 05:40:21 PM »


    Hey Beyond. I have a problem. When I imported the brawlbox model I did everything u said but there's an error that says "Unable to parse xml/dae file" and "Unable to find weight or jointIds for controller". Sad
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    Naruto200Man
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    « Reply #35 on: November 17, 2011, 05:46:14 PM »


    did you rig every bone in the model to at least something?

    I'm using zelda's L Armor N and Right Armor N for the two kunai and having their neutral (T pose) position inside the pouch. The Left and Right armor bones aren't rigged to the shoulders anymore, so I have to think of somethin clever.... *shrug*
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    Beyond
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    « Reply #36 on: November 17, 2011, 05:53:28 PM »


    Hey Beyond. I have a problem. When I imported the brawlbox model I did everything u said but there's an error that says "Unable to parse xml/dae file" and "Unable to find weight or jointIds for controller". Sad


    Are you using the correct .dae exporting plugin?
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    PAVGN
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    « Reply #37 on: November 17, 2011, 06:01:20 PM »


    Beyond, can you help me with my problem?
    I get to this part of the tutorial:
    Quote
    - Now with your model selected, go drop down the modifier list again and this time scroll down and select Skin. This will add a Skin modifier to all your model.

    2) Under the modifier settings, Click the Add button next to where it says Bones

    But when I do this:
    Quote
    - A dialogue box should appear asking you to Select Bones. Go through and select ALL of the bones and then click Select.

    None of the bones are listed. I somehow randomly managed to get It to work one time, but I [censored]ed something up later and had start over. Now I'm having this problem again.
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    Beyond
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    « Reply #38 on: November 17, 2011, 06:10:49 PM »


    Beyond, can you help me with my problem?
    But when I do this:
    None of the bones are listed. I somehow randomly managed to get It to work one time, but I [censored]ed something up later and had start over. Now I'm having this problem again.



    Make sure that you just have the model selected before you add the Skin modifier, if the bones are selected too they won't show up on the list.
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    PAVGN
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    « Reply #39 on: November 17, 2011, 06:13:26 PM »




    Make sure that you just have the model selected before you add the Skin modifier, if the bones are selected too they won't show up on the list.

    Ah, no wonder It wasn't working for me. Thanks. I hope this works.
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    Teinchi23
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    « Reply #40 on: November 18, 2011, 07:46:42 AM »




    Are you using the correct .dae exporting plugin?
    I believe so.
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    Nasca Corp
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    « Reply #41 on: November 19, 2011, 01:39:24 PM »


    Beyond!!!!!!!!! Huurrra!!!!!!!!!!!!!!!!!!!!!!!!! Cheesy
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    Teinchi23
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    « Reply #42 on: November 20, 2011, 09:51:40 AM »


    did you rig every bone in the model to at least something?

    I'm using zelda's L Armor N and Right Armor N for the two kunai and having their neutral (T pose) position inside the pouch. The Left and Right armor bones aren't rigged to the shoulders anymore, so I have to think of somethin clever.... *shrug*
    What do u mean?!
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    Naruto200Man
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    « Reply #43 on: November 20, 2011, 12:42:24 PM »


    What do u mean?!

    I mean those two useless bones in Zelda's shoulders that only animate the armor parts in her model. Those bones

    I found something useful to rig them to (I have the Left and Right Have N rigged to their respective hand polygons but not weighted to any vertexes) which is Hinata's Kunai so I can animate them/use them in psa.

    Hinata's shoulders don't need two useless bones to be animated, so I found something to use them for. If your character has useless bones, either don't rig them or remove them.
    It's that simple, or you can be clever and find a use for those unneded bones like I did.
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    BlueBrain
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    « Reply #44 on: November 20, 2011, 01:44:11 PM »


    I mean those two useless bones in Zelda's shoulders that only animate the armor parts in her model. Those bones

    I found something useful to rig them to (I have the Left and Right Have N rigged to their respective hand polygons but not weighted to any vertexes) which is Hinata's Kunai so I can animate them/use them in psa.

    Hinata's shoulders don't need two useless bones to be animated, so I found something to use them for. If your character has useless bones, either don't rig them or remove them.
    It's that simple, or you can be clever and find a use for those unneded bones like I did.

    dont dlete bones or it wont be wifi safe anymore
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