DEAR GOD, Is there another way?! -1 reply

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chrisispoop

The Internet ends at GF

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27th June 2005

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#1 13 years ago

Hi everybody, is there another way to make a .glm file other than carcass. ive spend 3 days trying to work it out which is just pcrazy and i am fed up. i constantly get this stupid error that the bone "lfemurX" cannot be found. Ive tried everything i could think off. Ive looked at tutorials on how to do this and nothing is detailed it enough. for example. i looked at this carcass error page and it has almost the same question. But the solution is "oh i figured it out, i accidently weighed a cap to this." Well how the hell do u find out if u did accidently weigh a cap and how do u fix it! There was also another bone question. and one of the answers were "maybe u weighed a node to it" or something. Well how do u weigh/unweigh a node and WHAT is a node! PLZ, if anyone has had this problem and knows a solution can u plz help me. Can you plz give me detailed step by step directions to solve this and not a link to a undetailed site. PLZ. PS: i also would like to include that i am using the softimage dotxsi exporter to get my root.xsi. There is another one made by paneramic but it crashes max when i try to export. Thank you for reading this and your help will be great!




minilogoguy18

kitty dances for rep!

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4th September 2004

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#2 13 years ago

you know what i suggest, just get softimage|XSI, its the modeling program that makes .xsi files. hell it was the program used for JO, JA and a whole bunch of other games and NOT 3ds max like most people beleive. also if your not weighing certain parts to where it gives you errors i have something thatll help. its a maxscript that adds the skin modifyer to all parts ONLY if they are named correctly like l_arm and l_leg and such. it wont weigh anything, just add skin modifiers and assign bones to them according to what raven used. just contact me on msn or aim and ill give it to you, i might even have to give it to inyri so she can put it in the tutorials thread ;)




chrisispoop

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27th June 2005

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#3 13 years ago

i have it, remember when i said i tried everything. I just dont know how to use it, what i did was i exported the .xsi from max, than opened it up in .xsi mod tool (4.2). i went to export and there was export dotxsi, i did that and in carcass.exe, i kept getting a error about no animations = no 100 % legal even when i had the animations check checked when exporting. maybe i can give u my model on msn for u to do so i wont have to cut my brains out from frustration. i already added u but if u were wondering, my e-mail is [email="a123chris@hotmail.com"]a123chris@hotmail.com[/email]




Inyri Forge VIP Member

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15th March 2005

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#4 13 years ago
chrisispoopI just dont know how to use it

Maybe you should learn the software before you make grand modelling plans...




chrisispoop

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27th June 2005

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#5 13 years ago

wow, as an admin, u make more fun of people than non admins. right now i need help, not an argument.




Inyri Forge VIP Member

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#6 13 years ago

It wasn't an arugment or an insult, it was a suggestion. There's absolutely no point in you modelling if you don't know how the software works, and you're giving the people here headaches because you refuse to take the time to learn the software and you'd rather just make someone explain it to you, expecting to understand right away. Modelling takes time. No one learns to model on their first try. Spend some time getting to know the software. It will really do you some good. I'm not an admin either, I'm a moderator. There's a difference.




Infinity Blade

Gaming Guru

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3rd February 2004

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#7 13 years ago

It's rather easy, actually. At least if you're doing a standard animation player model that has no LODs. First, Make sure you have a skeleton with the proper Hierarchy. The hierarchy can be found just by looking at any JA model in modview. Second, make sure the hierarchy for the mesh is correct. The Spacermonkey tutorial should help you there. Third, have all the verts weighted. It shouldn't matter if you have his head weighted to his left leg or not. winkx.gif Then, export it as an xsi, add the _humanoid.gla in assimilate... and build it...




Infinity Blade

Gaming Guru

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3rd February 2004

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#8 13 years ago

Oh... should export it properly too. I'll just post a quick image to be easier. This is the export window I get for my version of Max and Plugin. xsiexport4qy.th.jpg It works for me. winkx.gif




chrisispoop

The Internet ends at GF

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27th June 2005

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#9 13 years ago

who da man, u da man! thats the help ive been looking for! although it still didn't work, i now know every tag is weighed properly becuase it scales with the object. i still get the "cannot find bone "rfemurX" referenced to mesh", sometimes its even lfemurX. By the way, do i have the animation box uncheck when i export. cause when i do that, in carcass, after the assimilate procedure, it says an error " cannot export no frames 100% leggally" When i have no animation, i have no frames.




furryrodian

Star wars jockey

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18th November 2004

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#10 13 years ago

man u people r so lucky my brain capacity cant even begin to comprehend modelling and im just begging to understand skinning *laughs at self* i think i should learn to understand skinning before i even delve into the immence vastness of the modelling world.