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Problems uploading objects with skin weights from 3ds max


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Hey, I'm having trouble uploading mesh models with skin weights. (I will try to be as descriptive as possible. I have all the bones, I've got skin weights, and I export them with the 2010 fbx collada exporter, but when I try to check the "Include Skin Weights" box, it's grayed out! I'm using the Wiz Daxter SLAV for 3ds max, and I use 3ds max version 2010. I add a skin wrap modifier to the torso, and add the head and lower body to that skin wrap. Then I attach the three editable meshes, convert the skin wrap to a skin, and do some touch-up on the weights. I don't usually do "Export selected", but I have tried, and it STILL won't work. If somebody could help me out, or just right out all (and I mean ALL, because I must be missing something.) the steps, it would be greatly appreciated.

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Kyo Hellmann wrote:

Hey, I'm having trouble uploading mesh models with skin weights. (I will try to be as descriptive as possible. I have all the bones, I've got skin weights, and I export them with the 2010 fbx collada exporter, but when I try to check the "Include Skin Weights" box, it's grayed out! I'm using the Wiz Daxter SLAV for 3ds max, and I use 3ds max version 2010. I add a skin wrap modifier to the torso, and add the head and lower body to that skin wrap. Then I attach the three editable meshes, convert the skin wrap to a skin, and do some touch-up on the weights. I don't usually do "Export selected", but I have tried, and it STILL won't work. If somebody could help me out, or just right out all (and I mean ALL, because I must be missing something.) the steps, it would be greatly appreciated.

There are a number of warnings and errors that are surfaced before the skin weights option is disabled, gaia mentioned some things here ( http://community.secondlife.com/t5/Mesh/Specifications-for-SL-Compatible-DAE-Format/td-p/1343257 ), but in general if you could look or post your second life log, we could tell you where it's failing.

 

-prep

 

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I guess you are missing to chech and edit your .dae file to add the 26 bones of the rigging set like can you find here

 

  • Once Collada .dae file is created, open it with any text editor (its an XML type text file), and find a string that looks like:

<Name_array id="DefaultClothingItemController-Joints-array" count="26">

If it doesn't say 26, change it to 26. Just after that, add whatever bones you didn't weight after the ones you did weight (which should be there). The importer has been requiring all the bones listed. That may also have been fixed, but to be sure list them all. Ones you actually use go first, then the rest in any order. Here is a full list:

mHipRight mKneeRight mAnkleRight mFootRight mToeRight mHipLeft mKneeLeft mAnkleLeft mFootLeft mToeLeft mPelvis mTorso mChest mNeck mHead mSkull mEyeRight mEyeLeft mCollarLeft mShoulderLeft mElbowLeft mWristLeft mCollarRight mShoulderRight mElbowRight mWristRight

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