Ardenian
A
Ardenian
I recently ackknowledged one can import ms3d models to Magos.
That's like Christmas for me, because I can export ms3d from Blender, the tool I use for modelling.
I create a mesh in Blender and I wrap it.
Then I export import it to Magos using the ms3d file type.
In the first moment, everything seems fine. I can scale the model,
edit the different tabs.
The model being imported has no initial bone, its only sequence is named
'Unnamed' from 0 to 0 and if I don't assign a texture path in Blender,
then its texture is 'Replaceable ID -1'
Nothing bad, I can manually create and change everything of these.
Though, adding translation to a newly created bone, no matter what is its
Geoset setting ( 'Multiple' or a specicif one), the mesh is not going to move.
However, now comes the problem.
Once I open the model in Mdlvis, its texturing is correctly displayed, in difference to Magos,
as Mdlvis uses repeating images for its UV maps and I used only one in Blender
( haven't found the option yet to make it repeating)
In Mdlvis, I can edit the UV Mapping.
However, if I try to detach vertices to a new geoset or open the Sequence Manager,
error messages pop up telling me the model is damaged.
I experienced this a long time ago when trying to animate a WoW tree.
If I open Groups of the geoset in Magos, it is just empty.
I converted the mdx to mdl and looked at it,
appearently Vertex Groups have the value '-1', that seems wrong.
I would be very glad to receive some help here,
it completely stopped my work flow and destoyed any motivation.
I attached a very simple model that has the same problem.
EDIT:
I had a closer look on the mdl file of another import gone wrong and appearently the only difference I saw
was that there seems to be no Matrices/ strange Group:
Other mdl files, default Blizzard ones have matrices here:
Could there be the problem ?
That's like Christmas for me, because I can export ms3d from Blender, the tool I use for modelling.
I create a mesh in Blender and I wrap it.
Then I export import it to Magos using the ms3d file type.
In the first moment, everything seems fine. I can scale the model,
edit the different tabs.
The model being imported has no initial bone, its only sequence is named
'Unnamed' from 0 to 0 and if I don't assign a texture path in Blender,
then its texture is 'Replaceable ID -1'
Nothing bad, I can manually create and change everything of these.
Though, adding translation to a newly created bone, no matter what is its
Geoset setting ( 'Multiple' or a specicif one), the mesh is not going to move.
However, now comes the problem.
Once I open the model in Mdlvis, its texturing is correctly displayed, in difference to Magos,
as Mdlvis uses repeating images for its UV maps and I used only one in Blender
( haven't found the option yet to make it repeating)
In Mdlvis, I can edit the UV Mapping.
However, if I try to detach vertices to a new geoset or open the Sequence Manager,
error messages pop up telling me the model is damaged.
I experienced this a long time ago when trying to animate a WoW tree.
If I open Groups of the geoset in Magos, it is just empty.
I converted the mdx to mdl and looked at it,
appearently Vertex Groups have the value '-1', that seems wrong.
I would be very glad to receive some help here,
it completely stopped my work flow and destoyed any motivation.
I attached a very simple model that has the same problem.
EDIT:
I had a closer look on the mdl file of another import gone wrong and appearently the only difference I saw
was that there seems to be no Matrices/ strange Group:
Code:
}
Groups 0 0 {
}
Code:
}
Groups 1 1 {
Matrices { 1 },
}
Could there be the problem ?
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