
Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Jun 6, 2010 05:37 PM
Msg. 1 of 11
So yeah, I've imported a model into Max 2010, made some changes, made sure it's all rigged correctly, and then when I go to export using Bluestreak Jms Exorter v1.01 "Warning: There was no geometry to export".
Now I've heard that when it gives you this error it means that the model isn't linked correctly to the parent node. Well I checked, and it is. So, any idea what's causing the problem and how to fix it? Edited by Lone Warrior on Jun 6, 2010 at 05:41 PM
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Jun 6, 2010 06:14 PM
Msg. 2 of 11
make sure that you only have one mesh which is the course itself and that the box is called frame.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Jun 7, 2010 06:51 PM
Msg. 3 of 11
So I fixed the problem. Needed to re-link gemoetry to parent node, but now I have another problem I get the error:
-- No "-" function for undefined.
I've seen this error before bothering people, but I couldn't find a remedy to it. The person that had the same error just gaev up and used max 07. Problem is, I'd rather not do that.
Is there any other alternative than to using a lower version of Max?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 8, 2010 09:32 AM
Msg. 4 of 11
Okay, that error means that there is a problem with materials. Make sure you applied the material to the model, that every face has a material ID (you can select and hide every ID until you have un-IDed faces), and every ID has a meterial assigned. Collisons too.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Jun 8, 2010 05:05 PM
Msg. 5 of 11
E1: Scratch that. I fixed the previous error thanks to you guys help, but a new one has reared its ugly head.
EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0&& triangle->material_index<old_material_count
Any idea what this means? And how to fix it, further help would be appreciated. Edited by Lone Warrior on Jun 8, 2010 at 05:23 PM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 8, 2010 06:15 PM
Msg. 6 of 11
your materials are out of order or there is something thats untextured.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 8, 2010 08:18 PM
Msg. 7 of 11
Like I said before, fix dat shid. It's your materials.
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Jun 9, 2010 12:57 PM
Msg. 8 of 11
Quote: --- Original message by: SlappyThePirate Make sure you applied the material to the model, that every face has a material ID (you can select and hide every ID until you have un-IDed faces), and every ID has a meterial assigned. That's done, just checked. Quote: --- Original message by: Maniac1000 your materials are out of order or there is something thats untextured. Everything is textured, and I'm not sure what you mean by, out of order. Could you explain please?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jun 9, 2010 01:40 PM
Msg. 9 of 11
if you are using multimaterials, make sure they are 1,2,3,4,5 and not 1,3,2,4,5
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Lone Warrior
Joined: Dec 14, 2008
-Himalayan Wizard and Mystical Guru of the Mts.-
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Posted: Jun 9, 2010 02:11 PM
Msg. 10 of 11
E1: These problems never end........
06.09.10 19:12:11 ### the biped 'characters\testflood1\testflood1biped' has no 'head' marker 06.09.10 19:12:11 ### the biped 'characters\testflood1\testflood1biped' has no 'body' marker 06.09.10 19:12:11 the model 'characters\testflood1\testflood1' and the animation graph 'characters\floodcombat elite\floodcombat elite' don't match 06.09.10 19:12:11 the object 'characters\testflood1\testflood1biped' will not animate 06.09.10 19:12:11 the model 'characters\testflood1\testflood1' and the collision model 'characters\floodcombat elite\floodcombat elite' don't match (region counts don't match) 06.09.10 19:12:11 the object 'characters\testflood1\testflood1biped' will not be collidable
Friend of mine said that it has something to do with regions. But I also think it has something to do with the collision model.
Is there any way to fix this without having to re-do the collision model/animation graph?
Edited by Lone Warrior on Jun 9, 2010 at 02:29 PM
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Jun 9, 2010 03:05 PM
Msg. 11 of 11
Quote: --- Original message by: Lone Warrior
*errors n stuff*
Edited by Lone Warrior on Jun 9, 2010 at 02:29 PM just send what you want to export and all that to me,I'll fix it
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