Root Bone Help?
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When exporting a model from 3ds max Gims scripts complain about model having more than 1 root bone and that both will be merged into a single root with default parameters. Iām at a loss as to what to do?
Thanks in advance for your help š
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You haven't imported the skeleton
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@HeySlickThatsMe said in Root Bone Help?:
You haven't imported the skeleton
OK, so if it's a mask for the Multiplayer female that I want to replace, then where do I find the skeleton then?
Thanks
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@AmazyCrazy mp_f_freemode_01.yft, export to open formats, rename it to your .odr name FULL.skel
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@HeySlickThatsMe said in Root Bone Help?:
@AmazyCrazy mp_f_freemode_01.yft, export to open formats, rename it to your .odr name FULL.skel
I guess I'm loosing you here. I extract the yft but it only allows extraction to .skel so where does the .odr part come from?
Thanks
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@AmazyCrazy .odr is your extracted .ydd unless I messed up the name (perhaps it's ".odd"?), once you rename the skel, import the odr/odd again and done
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@HeySlickThatsMe said in Root Bone Help?:
@AmazyCrazy .odr is your extracted .ydd unless I messed up the name (perhaps it's ".odd"?), once you rename the skel, import the odr/odd again and done
Ok so I have the mask which is named berd_002_u.odd and the .skel renamed to berd_002_uFull.skel both are in the same folder together if the .skel goes in a different folder let me know.
Thanks
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@AmazyCrazy it should be berd_002_u FULL.skel
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@HeySlickThatsMe said in Root Bone Help?:
@AmazyCrazy it should be berd_002_u FULL.skel
OK, now I'm getting the hang if things. Now I just need to know what needs to be selected for exporting, also what to do if the object has more than one texture like A, B, C... for example, because my mask will have at least 4 textures.
Thanks:)
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@AmazyCrazy Embed the textures or merge them all into one (merging would be better)
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@HeySlickThatsMe said in Root Bone Help?:
@AmazyCrazy Embed the textures or merge them all into one (merging would be better)
Ok, so I tried with a single texture embedded the texture like you suggested, selected everything and then exported all. Now it shows up fine in OpenIV but when I go to select it in game it crashes so, do I have to many bones, do I need to remove some?
Thanks:)
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@AmazyCrazy you shouldn't remove anything, I don't know why it crashes to be honest
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@HeySlickThatsMe said in Root Bone Help?:
@AmazyCrazy you shouldn't remove anything, I don't know why it crashes to be honest
"SUCCESS" so here is what I did:
- imported original model and skeleton
- imported my model
- attached original model to my model and deleted
- apply d the original models material to my model to my model
- exported and replaced the one in mods folder with mine
- loaded up game changed to MP Female and boom mask worked including the extra textures
- all that's left to do is get it correctly positioned swap out the embedded bump map for a flat one.
I would like to thank you so very much for your help HeySickThatsMe
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@HeySlickThatsMe The only problem I have left is that my mesh in game is shaking about?
Thanks Again
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@AmazyCrazy material, there should be wind settings, alternatively vertex paint, it think green channel? I could be wrong
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@HeySlickThatsMe @AmazyCrazy
Tell me step by step how to do it. I have the same mistake.- export odd file in new folder choose "Export to openFormats (.odd)"
- export yft file in new folder choose "Export to openFormats (.skel)"
- Rename this file on "Name FULL.skel"
and Where should I export this file? I have new folder where odd file and folder ig_bankman.
I choose ig_bankman ped.
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@bismor the same place where odd is
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@HeySlickThatsMe and the next I will load odd file in 3dmax. Right?
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@bismor correct
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@HeySlickThatsMe should i somehow upload this skel file to 3dmax?
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@bismor no
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@HeySlickThatsMe Didn`t help((
check please.
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@bismor you were supposed to rename the .Skel file to ig_bankman FULL.skel
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@HeySlickThatsMe
I just increased the model and still an error. I'm sorry to torment
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@bismor i don't know, it should be working