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zygote_mm

More Biped Questions

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zygote_mm    122
Hi Chris, Its amazing, ive been using PR for 3 years now, and this is the most questions ive ever posted. : ) anyway, Is it possible to make the biped exporter usable for only parts of the object? ie: halflife has an excelent usage for the bipeds with their hand meshes. they use an entire biped structure, yet only model the arms and the current gun for the first person view. this acheives an awesome looking view. so what im trying to get at, is can you get the pibed exporter to use only parts of the heiarcy, instead of having to have every "bone" refrencing an item on the mesh? what would be monumental, is to get the halflife sdk and make those models exportable into PR. they use max 3, so you need the latest patch for character studio 3.1 so max 4 can import the models without modification on your part. (also, only some of the models will import correctly) the halflife models are made of solid meshes that should work just fine, yet most of them do not. I dont want to "rip off" these models, i just want some building blocks for me to mess around with, for i am a starving artist : ) if you dont want to download the sdk yourself, i would be happy to send you some of the models for you to test with. Thanks, Mike

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zygote_mm    122
for more clarification, when i use barney_refrence.max in the halflife sdk, this model is very simple. its a simple mesh, with physique applied and biped. (it does not load without character studio 3.12 patch) get this at discreet.com (if you want i cant send you this model) anyway, it exports to .pro perfectly. when i export using the .prb exporter, it crashes. if i un-check [export weights] it does export the .prb and it will open just fine in PR chredit. (except for the fact that there are no animations.) but when i check [export weights], it dies a horrendous death. : ) i am certain that the weights are in there right, yet i know not why it gives me such hell. If there is truely something wrong with the bip/mesh, can you at least get it to tell me some kindof error instead of just a CTD?

Thanks,
Mike

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ChrisE    184
I just tested this. Loaded up barney reference, loaded up a .BIP file for some animation, and exported to .prb without any crashing.

I am using CS 3.1 and got the model to load without the 3.12 patch. Perhaps there is something in the patch that doesn''t agree with exporter?

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zygote_mm    122
hmm, thats baffling : )
can you send me the barney_refrence.max that you used?

also: when you imported the barney, it should have said: you have to re-initialize the physique modifier. that is what i was getting at, some models do not import properly when you re-init the physique, so thats why i got the update. anyway, are you using win2k? or win me? maybe i need to upgrade to windows 2k to solve my problems. : (

and my first question about importing only parts of the mesh: ie: arms only, is this possible?

Thanks,
Mike

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zygote_mm    122
ok, i finally got the mesh to import int chrEdit, but the mesh is still messed up. i uploaded pics of it, and the .max and mesh files to your ftp under UserUploads/screenshots

check this out and tell me what you think.

I figured out what was wrong with the exporter under window ME, one of the MAX4 functions uses some sorta ASM for EPS? (thought it was ESP ) hehe , owell, when i debuged it in VC, it let me skip over this error, and i was able to export the mesh to .chr format. altho it looks kinda strange. all of the polys look good, except the bones are pulling them a bit more than they should. you have all the files in your ftp to let you reporduce what im talking about..


Thanks,
Mike

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zygote_mm    122
here is the exact error and location:

in physexp.cpp

// Get the number of vertices of the Physique modifier
weights->num_vertices = num_deformable_points = mcExport->GetNumberVertices();
weights->vinfo = (VERTEX_INFO *)malloc (sizeof (VERTEX_INFO) * weights->num_vertices);

// compute the transformed Point3 at time t
for (int i = 0; i < num_deformable_points; i++)
{
//crashes here
IPhyVertexExport *vtxExport = Export->GetVertexInterface(i);

the error reads:
Program D:\3dsmax4\3dsmax.exe
module:
file i386\chkesp.c
line 42

The value of ESP was not properly saved across a function call. This is usually the result of calling a function declared with one calling convention with a function pointer declared with a different calling convention.

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