- Nov 11, 2004
Fixed some of the typo errors and improved a bit the tutorial's drafting in some sections. By the way, this tutorial can also be used for starcraft 2 animation basics.
Good tutorial I'll read it. I'm looking for a way to fix the way models get screwed up after exporting with neo deX, however They seem to look fine in 3ds max. ACTUALLY THE MODELS WORK FINE BUT THE TORSO IS GETTING MESSED UP.
In your tutorial, you say that in warcraft 3 vertices are affected "proportionally".
I'm currently attempting to animate a base character, but when imported into warcraft 3 it warps horribly and looks so deformed you can't even tell what it is. Since I followed your tutorial to the letter up to using the weight table, (instead I used the weight tool and individually set weights to all vertices) I'm going to guess that It has something to do with unbalanced weights. I can't really tell what this means in your tutorial though, so could you give me some more guidance on what exactly you mean here?
EDIT: Still having problems. I skinned the entire model with the weight table. Every vertex has a total weight of 1. Some are only assigned to one bone with a weight of 1, some are assigned to two bones with weights of .500 on each bone. This is what It looks like in 3ds max before exporting and after all modification.
(Max 2010, Mesh is finished, texture and UVs are still being worked on.)
And this is what it looks like in warcraft 3 after I assign the model to a doodad to test it. Same result if assigned to a unit. (Obviously.)
I have no clue what is going on. Any ideas? All help is appreciated.
Just by the way, your NeoDex tool is awesome. With the help of newer max versions people have been able to create some pretty amazing things with it.
Exhibit A: http://www.hiveworkshop.com/forums/map-development-202/memento-mori-231499/
I hope you keep updating it and improving it. With even more functionality, (everything you can transfer over from art tools) who knows we could do.
-- Error occurred in V loop; filename: C:\Users\Alexander\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\UI\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 99441; line: 3849 -- Frame: -- matrixindex: undefined -- bonegroup: #(9) -- V: 2 -- found: undefined -- count: 1 -- bonenodes: #() -- weights: #(1.0) -- called in LoadGeoset(); filename: C:\Users\Alexander\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\UI\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 99615; line: 3857 -- Frame: -- obj: $VillagerKid11 -- generateFakeBone: generateFakeBone() -- loadName: "Loading VillagerKid11: " -- tmp: undefined -- matrixindices: #() -- funcVertexCount: skinOps.GetVertexWeightCount() -- map: undefined -- verts: #() -- tverts: #() -- funcGetWeight: skinOps.GetVertexWeight() -- numverts: undefined -- tex: true -- validSkin: true -- preCalculatedNormals: undefined -- geoset: (Wc3Geoset mesh:$VillagerKid11 vertices:#() normals:#() tvertices:#() matrixindices:#() faces:#() matrices:#() material:undefined id:0 geosetAnimId:undefined mainExtents:undefined extents:#() numUVWmaps:1 unselectable:false visObj:undefined ex:undefined) -- matrices: #(#(9)) -- replaceBone: (FakeObject name:"Default Bone" pos:[0,0,0] parent:undefined ref:undefined) -- tmpIndices: #(0, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, ...) -- facegroupMapper: undefined -- getVisObject: getVisObject() -- tmpBones: #($Bone_Pelvis, $Bone_Leg1_L, $Bone_Leg2_L, $Bone_Foot_L, $Bone_Leg1_R, $Bone_Leg2_R, $Bone_Foot_R, $Bone_Chest, $Bone_Head, $Bone_Arm1_L, $Bone_Arm2_L, $Bone_Hand_L, $Bone_Arm1_R, $Bone_Arm2_R, $Bone_Hand_R, (FakeObject name:"Default Bone" pos:[0,0,0] parent:undefined ref:undefined)) -- canSimplifyUnwrapCalculation: undefined -- vertexIndices: undefined -- checkWeights: checkWeights() -- s: Skin:Skin -- mapper: undefined -- NumBones: 16 -- funcBoneName: skinOps.GetBoneName() -- hasUnwrap: undefined -- faces: undefined -- normals: #() -- funcNodename: getNodeByName() -- weightsUnbalanced: false -- count: undefined -- funcBoneId: skinOps.GetVertexWeightBoneID() -- called in obj loop; filename: C:\Users\Alexander\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\UI\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 111898; line: 4269 -- Frame: -- obj: $VillagerKid11 -- called in LoadObjects(); filename: C:\Users\Alexander\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\UI\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 111975; line: 4277 -- Frame: -- tmp: undefined -- FaultyBones: undefined -- FUNc: undefined -- progressAdder: 5.88235 -- PROGRESS: 0.0 -- helpersArray: undefined -- isMdlBone: undefined -- h: undefined -- isMdlHelper: undefined -- called in ParseScene(); filename: C:\Users\Alexander\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\UI\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 133607; line: 5011 -- Frame: -- tmp: tmp() -- mergeGeosets: true -- ATFixNormals: true -- ATThresshold: 0.1 -- extentsCalculation: 2 -- extentsPrecision: 6 -- faceGroups: true -- model: undefined -- called in ExpMDL.pressed(); filename: C:\Users\Alexander\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\UI\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 187553; line: 6811 -- Frame: -- sel: #($VillagerKid11) -- len: (interval 0f 100f) -- outfile_name: "C:\Users\Alexander\Desktop\333.mdx" -- time1: 3511258 -- sliderTmp: 0f -- model: undefined -- noError: undefined -- inside: true -- usesMdx: true >> MAXScript Rollout Handler Exception: -- Unknown system exception <<
The problem was solved installation 3dmax 2010 instead of 3d max 2012. The only problem is the fact that the imported models do not have bones in the skeleton (only auxiliary points). This is not very critical, the main thing that was able to import the animation. Thank you so much for this script!
Okay firstly. This tutorial is so friggin awesome. I can't believe it's as old as it is.
I have tried following the tutorial viciously and I wanted to do a test export after completing the "Stand -1" animation.
Actually nothing happens in this animation. I just copied the start frame (frame 10) to the end frame (frame 46). *Edit* oh, and yes, I have keys set in the timeline.
When I export the model (I click the mesh and all the bones including the Root) I get "Export successful" but also an error.
// No Sequences
// No sequence data was found on the scene (Track View -> Objects -> NoteTrack).
// This warnning may also show if the data is not formated correctly
I have already created a note and placed two keys (one at frame 10 and one at fram 46). I named them both "Stand -1" (with the quotation marks).
What can cause this?
I need information like 3dsmax version and if you could get an screenshot of dopesheet editor withg the keys.
After some time away from trying out animating I am ready to continue.
So I believe I just did the note settings wrong because now I don't get an error anymore.
Afterwards I had a serious issue where nothing but the "Stand - 1" animation were exported, no mesh, no bones, no nothing.
I searched and searched and finally became aware of Edit Mesh. I'm used to work with Edit Poly.
This however fixed the mesh which now get exported and properly shows in Magos.
I still got a few problems though.
-Eventhough I use 2 Material IDs I only get 1 material in Magos (apparently I only got 1 geoset as well)
-The "Stand - 1" animation seem to get exported but no bones (I have tried, when exporting with NeoDex, to select both bones + mesh, only mesh, only bones, and nothing at all) Same result everytime.
I use 3Ds Max 2015
Does NeoDex support Biped use?
Nevermind, I see it should.
Have you tried the samples?