Skinweight problems with Max and ofusion

hakanpersson

08-05-2007 16:09:49

Hello.

We are working with a demo, using 3DsMax and Ofusion CE, that we plan on taking into production. Right now we have a big problem with skinweights that doesnt seem to export properly.

This is the scenario. We have a models that are highly customizable, one torso, several heads, and about 50 different clothing. All of them are skinweighted on the same biped.

The problem is that when we load them into our applikation, the skinweight on the head is incorrect, when the character is in idle, you can see the head moving slightly forward and reveal the gap between the head and torso. This gap doesnt exist in Max.

The problem is the same on all heads and hats so far, although the eyes are correct? Also the gap bewteen the head confuses me, as the head isnt parented or anything, and yet moves forward as a seperate element, why dont the vertices on the head in the gap share the same strange translate forward?

I have pruned all the lowest bone assignments in max to make sure the export doesnt change anything. The log doesnt say anything faulty at all now, but the problem still exist. For our game, this gap is very serious.

We are using Ofusion CE, and max 8 (also made a test in max 9 today). Any help or point in the right direction would be great!

cheers /HÃ¥kan

Lioric

08-05-2007 17:14:44

See this article in the Knowledgebase for using multiple parts characters, and producing a single .skeleton file to be used by all the parts (when you character needs to switch parts in your application or enable/disable them)

Working with animated multiple parts characters

Bear in mind that the process detailed in the article is for the Pro version, as several fixes and improvements were added to the skeletal system that are not currently in CE (they will be in the next update)

If you prefer, send me the scene file and i will take a look at it

hakanpersson

08-05-2007 17:57:21

Thanks for the reply Lioric. Sorry i missed that part in the manual. Can that really be the problem? as each skeletonfile still is written from same skeleton.

I sent you a PM with the file and some describtion. Realised i forgot about the eyes (as they were working). Also, there is a minor gap in this version aswell, but thats static in Max, with no head moving around.
I have also been told it might be the xform (i really dont hope so, and how the problem appears, it doenst look like that either).

If the pro version solves the problem, its no big deal then, because we are of course planning to buy a license then;)

/HÃ¥kan

hakanpersson

10-05-2007 10:17:47

The Xform didnt seem to be the problem, as im not really either a rigger or Max user I cant tell for sure. Although I used a script that was supposed to find incorrect xforms. Only a few meshes were found (which explained some other problem with them specificly), but none of those involved were found incorrect.

So the question still stands if its the feature in Pro that can solve the problem. It could be very nice if you got time to try, but I'll aswell try to find someone myself with a license that can test for me.

Aswell tried to get Lexiexporter working (but maybe it didnt like vista?) and the Octopus but that one ran my max out of scripter memory... I'll try get that one working aswell as soon as i got time.

cheers /HÃ¥kan

hakanpersson

10-05-2007 17:04:35

such a shame. Once again it was a matter of the xform. The tool I used didnt show correct info, and I was misinformed how to properly reset the xform.

edit: actually a result of both. Sharing skeleton (it was possible in CE aswell i just noticed) solves the gap. Althought the wierd animations was a result of the xform. So you were right aswell Lioric.

/HÃ¥kan