I've asked Julian now, but he told me that even his plugin cannot export your max file properly. It has something to do with the object structure, but we both cannot tell you exactly what.
Question about the animation of the articulation.
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Marcel Kuhnt, I understand correctly that the file that I dropped at night has already been tested? I personally personally wonder why the output is as follows. I just have a few varaints:
1) 3d max is clumsy (incorrectly installed) or my settings are different
2) Plug-in (either it is clumsy too, that something is missing for it, or it is configured incorrectly)
But yesterday I was surprised that the harmonica without texture was quietly exported and it turned out as a result on one line.
And yet, at least the problem is known - this is 3d max. But what exactly, we do not know. I think that it is necessary to try all-all options until we come to the result.
And I had a question.
Here we have an object with the name (name) "garm_1", I get first must copy the object, which will become "@ 2m_garm_1" or at "garm_1" I first need to fix the grid in "Unwrap UWV"?
RU:
Я правильно понимаю, что уже тестировался тот файл, который я скидывал ночью? Мне лично самому интересно, почему на выходе получается так. У меня просто несколько вараинтов:
1) 3д макс корявый (неправильно установлен) или у меня настройки другие
2) Плагин (либо он тоже корявый, что ему что-то не хватает, либо он у меня настроен неправильно)
Но меня вчера удивило то, что гармошка без текстуры спокойно экспортировалась и получилось в итоге по одной строке.
И всё-таки, проблема хоть известна - это 3д макс. А вот что конкретно, мы не знаем. Я считаю, что надо пробовать все-все варианты, пока не придём к результату.
А у меня возник вопрос.
Вот у нас есть объект с названием(имя) "гарм_1", я получается сначала должен скопировать объект, который станет "@2м_гарм_1" или у "гарм_1" мне сначала надо поправить сетку в "Унврап UWV"?
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Marcel Kuhnt and Julian. I partially found the root of the problem, here is my report.
So, yesterday I tried again different export methods and what happens in the end.
It turns out we have such a picture that for this method only the texture of the ".dds" format is needed. But what exactly, I still do not understand (I'm talking about bit). So, yesterday I tried to put a bit depth of 32 (ARGB), but still there are three lines (I'll write about three lines just below), but a line appeared (<Material diffuseColor = '0.588000 0.588000 0.588000' specularColor = '0.000000 0.000000 0.0000 transparency = '0.000000' shininess = '0.145000' />). There used to be like this: (<Material diffuseColor = '0.776471 0.882353 0.341176' />), because it used the texture of the format "BMP". I then decided to edit, removing two extra lines for each object (this is "garmAB_1" and "@ 2m_garmAB_1") and in the line "Appearance" I changed the value (there was "Material", and now stands "SolidBrygnt"). What is the result? But in the end it turned out that I opened the model with this value in the content tool, but at the same time I gave an error that the format "DDS" does not support. And yes, he imported only the upper part of the accordion, for some reason the side parts were not imported. And in the game, I didn’t put it on rails at all, giving an error in the logs (1:41:30 - Thread: 23E70 - Error: Texture Loading Failed: OpenGL: Do not support DDS format).
Screenshots:
After export (before editing): https://pp.userapi.com/c850232…346/77999/qrjuXCyjq5A.jpg
After export (after editing): https://pp.userapi.com/c844320…06/1413cb/jr_DYZ2CkuQ.jpg
In the content tool: https://pp.userapi.com/c850232…619/76cd6/SOQtdkCpQr8.jpg
https://pp.userapi.com/c850232…619/76ce0/tk7dO5lFrAg.jpg
In 3d max: https://pp.userapi.com/c850232…619/76d02/h3Pi281SBSI.jpg
In Photoshop: https://pp.userapi.com/c850232…324/778fe/T5mV9YI08XA.jpg
Я частично нашёл корень проблемы, вот мой отчёт.
Итак, вчера ещё раз попробовал разные методы экспорта и что в итоге получается.
Получается у нас такая картина, что для этого метода нужна только текстура формата ".dds". Но вот какая конкретно, мне до сих пор не понятно(я про битность). Так вот, я вчера попробовал поставить битность 32(АРГБ), но всё равно выходят три строчки(про три строчки чуть ниже напишу), но при этом появилась строка (<Material diffuseColor='0.588000 0.588000 0.588000' specularColor='0.000000 0.000000 0.000000' transparency='0.000000' shininess='0.145000' />). Там раньше было так: (<Material diffuseColor='0.776471 0.882353 0.341176' />), потому что использовал текстуру формата "БМП". Я потом решил отредактировать, убрав две лишние строчки у каждого объекта(это "garmAB_1" и "@2m_garmAB_1") и в строке "Appearance" я изменил значение(там стояло "Material", а теперь стоит "СолидБригнт)". Что в итоге получилось? А в итоге получилось так, что я модель с этим значения открыл в контент-тулзе, но при этом выдал ошибку, что тот формат "DDS" не поддерживает. А да, он импортировал только верхнюю часть гармошки, боковые части почему-то не импортировал. А в игре и вовсе на рельсы не ставился, выдав ошибку в логах (1:41:30 - Thread: 23E70 - Error: Texture Loading Failed: OpenGL: Do not support DDS format).
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Error: Texture Loading Failed: OpenGL: Do not support DDS format
This problem can be answered easily: LOTUS can read only DDS files which have the format "DXT-1" or "DXT-3", so I'm sure your DDS file has another format.
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I tried to export the texture and in "DXT-1" and "DXT-3" and in the end nothing happens, they also come out in 3 lines and marked "material" ... https://pp.userapi.com/c845321…99/13985b/4CloxjSetJo.jpg
This is the choice when saving textures from Photoshop:
https://pp.userapi.com/c845321…60/14322a/FRm7C2Ubazo.jpg -
I tried to export the texture and in "DXT-1" and "DXT-3" and in the end nothing happens, they also come out in 3 lines and marked "material" ... https://pp.userapi.com/c845321…99/13985b/4CloxjSetJo.jpg
This is the choice when saving textures from Photoshop:
https://pp.userapi.com/c845321…60/14322a/FRm7C2Ubazo.jpgHave you tried the first DXT1 option as well? I think you should use that if you don't have an alpha channel.
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Skinner_11, I have already tried. Even through the paint.net has already tried, but nothing happens. I personally do not know what's the matter.
I generally think that I could be mistaken somewhere.
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Marcel Kuhnt and Julian
Please tell me, what does "<IndexedFaceSet DEF = '@ 2m_AB_0-GEOMETRY' solid = 'false' coordIndex ="?
What does "coordIndex" mean in this line?
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Phew, that's some time ago when I checked out the x3d file format... I would have to google that, too...
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I understand that this translates as coordinates. But I'm just not clear what she gives? If this is related to the coordinate of the texture, then it becomes a little clearer in my problem with the accordion.
I just noticed that I have only 1 to 5 in this line, but Julian has from 1 to 263.
It can not be that because of this and the problem lies?
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In general, I rummaged again and it turns out that I have such problems as:
1) 3d max curve (i.e. buggy).
2) It is possible that in 3d max in the "UVW Map" I choose the wrong function. I last chose either boxing or "XYZ to UVW".
3) It is possible that the texture is incorrectly done or incorrectly applied.
Why exactly these problems, because I revealed that I have problems with texture coordinates. I tried to do another experiment, but in the end without result.
We will try to do the same, but with another person. But there is a doubt that he will earn.
And I would like to ask you, Marcel or Julian. Is it possible to:
1) Make a video tutorial on animation of an accordion in 3d max from and to?
2) Can I make a template in 3D Max, which would be working?
Well, the last thing I wanted to provide is the export structure of my accordion and the export structure of Julian.
Please do not think of me in such a way that I ask too much or want to be cunning, but I want to solve this problem to the end.
karadamir: https://cloud.mail.ru/public/3NKs/eatz2pufS
Julian: https://cloud.mail.ru/public/9RRr/3weQeAAug
I've recorded a video, as I do. I made you find a mistake with me. Do not pay attention to the voice)))
In this regard, I now have an exact guess of the reason - this is the texture. I have neither 12 nor 15 max she does not want to overlap. I saw examples from 3d max (showed Julian), from Bledner (showed Cedric) and EVERYWHERE I saw that the texture of "@ 2m_" was on the object. In order not to look, I put them here:
http://fs1.directupload.net/images/181018/yqyy72ca.jpg
https://s15.directupload.net/images/181125/4hv9s8nj.jpg
https://pp.userapi.com/c849216…313/d2929/2ewPAq3104E.jpg
Guys, either I don’t understand something, or I don’t know what else needs to be done. I ask to pay attention.
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Please, please, please try to build your accordeon in Blender! It is really not complicated! It seems that we got into a dead end with your object, your exporter and 3ds.
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Marcel Kuhnt, I understand what is best done through Blender, but what if it doesn't work there? And I don’t know how to do it, because I hadn’t worked with Blender before. I read the lexicon, but for me this procedure is not clear. There are even banal pictures for examples there. If of course someone helps to deal with this - I will be very happy.
But I just have another question: why it’s not possible for 3D users to record video, how to do it? I just know guys who are shocked by the fact that there is no material at all on the harmonica animation. Only theory and all. I didn’t have asked for a video lesson, or at least a template where a working harmonica was exported from there. Well, or can not record the video, maybe someone to teach how to animate the harmonica before and after?
And about Blender, I certainly have already looked at one lesson, which tells about the basis. This weekend I'll pay attention to studying Blender. Of course, I can do it differently, I can do it in 3d max and transfer it to Blender, but I don’t know if the harmonica will work in this way?
Please add an article in the mesh animation with pictures, how to do it in a 3D program and what texture to take for an accordion.
Марсель, я тебя понимаю, что лучше сделать через Блендер, но а вдруг и там не сработает? И ведь я не знаю, как делать, так как я раньше не работал с Блендером. Я читал лексикон, но для меня эта процедура не понятна. Там даже банальных картинок для примеров нет. Если конечно кто-то поможет разобраться с этим - я буду очень рад.
Но у меня просто возникает другой вопрос, почему нельзя для пользователей 3д макса записать видео, как делать? Просто я знаю ребят, которые в шоке от того, что материала по анимации гармошки и вовсе нет. Только лишь теория и всё. Я же ведь не зря попросил видеоурок или хотя бы шаблон, где оттуда был экспортирована рабочая гармошка. Ну или не можете записать видео, может быть кого-то обучить, как анимировать гармошку от и до?
А по поводу Блендера, я конечно уже посмотрел один урок, где рассказывается про основу. В эти выходные уделю внимание изучением Блендера. Я конечно могу делать иначе, могу делать в 3д максе и перекидывать в Блендер, но не знаю, будет ли таким способом работать гармошка?
Пожалуйста, дополните статью в меш-анимации картинками, как делать в 3д программе и какую текстуру брать для гармошки.
Заранее спасибо, что прочли всё сообщение.
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Yesterday I sat in Blender and tried to do as in the instructions. But as a result, errors emerged in Tulsa (screenshot below) and did not go at all.
But now I looked that it was completely exported without texture. Maybe I did wrong? Blender version 2.79.
Here is the link (there is both Blender and the "x3d" export file):
https://cloud.mail.ru/public/M3ry/ezjQpGLR7 -
Is the texture included in your Link?
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Yes
Oops, there turned out to be one texture missing. Here is added: -
Will Check it when Iam Back Home
EDIT: I can not make a new post here cause i made the last post a few minutes ago... so i have to edit this. hope you get the notification about it.
karadamir: You can download your files at https://we.tl/t-R3Fz2Tb93Mthe OZMT_Marvin.x3d is the final Object, ready to import in the Content tool (i've tested it, works fine ).
Also i've modified the OZMT.blend. The 3D Objects had a scaling of 0.100. I changed it to 1.To do this Select all [A] and Press [STRG+A] -> Rotation and Scale while in Object Mode. Also i removed all Materials before i exportet the x3d File.
Don't forget to set your Lotus Content Tool import Setting to Blender instead of 3DSMax! -
I tried importing into Tuls, it turns out to be small.
I realized that I needed to scale, but by applying rotation and scale, I don’t know how to do it anymore. Still, it's hard for me, because only the second day I study Blender.
I exported from 3d max in the .obj format, but when exporting from Blender, anyway, those errors.
I am ready to do it myself, but I would like to see how all this is done.
Now I have again packed a model that is in scale, as in 3d max.
https://cloud.mail.ru/public/FefN/PJnQ3ThVt -
I again used the Function " Apply rotation and Scale" (Scale was 1 which is correct, but rotation was 90° on X-Axis). Then i again removed the Material from any object and exportet the x3d
https://we.tl/t-KvElYyK0CA -
Thank you very much for the help! Now everything works.
p.s. Marvin_0, I'll write to you in private messages about Blender, but a bit later. Just want to consult.
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