I want to export skeleton

mako

23-05-2007 13:45:19

I'm trying to use oFusion, however I can not export my skeleton, and my bones r being exported like meshes.

how can I export just one mesh, one material and one skeleton(this is the the way it should be right?)?

log:

09:59:27: == Exporting Objects ==


09:59:27: Exporting Object: siriema


09:59:27: Using user defined mesh filename: siriemamesh


09:59:27: Caught exception in CreateSkinBoneList()


09:59:27: Please report it


09:59:27: Compiled 16 skinbones to model


09:59:27: Object has 1 texture sets


09:59:27: Compiling material Material_#28


09:59:27: New texture unit textura_seriema.jpg


09:59:27: Caught exception in compilemesh()


09:59:27: Please report it


09:59:27: Exporting Object: Box11


09:59:27: Exporting Shape: Circle01


09:59:27: Exporting Shape: Circle02


09:59:27: Exporting Object: Bone01


09:59:27: Compiling material Bone01_mesh_material


09:59:27: Mesh: Bone01_mesh.... done


09:59:27: Exporting Object: Bone25


09:59:27: Compiling material Bone25_mesh_material


09:59:27: Mesh: Bone25_mesh.... done


09:59:27: Exporting Object: Bone22


09:59:27: Compiling material Bone22_mesh_material


09:59:27: Mesh: Bone22_mesh.... done


09:59:27: Exporting Object: Bone20


09:59:27: Compiling material Bone20_mesh_material


09:59:27: Mesh: Bone20_mesh.... done


09:59:27: Exporting Object: Bone21


09:59:27: Compiling material Bone21_mesh_material


09:59:27: Mesh: Bone21_mesh.... done


09:59:27: Exporting Object: Bone18


09:59:27: Compiling material Bone18_mesh_material


09:59:27: Mesh: Bone18_mesh.... done


09:59:27: Exporting Object: Bone16


09:59:27: Compiling material Bone16_mesh_material


09:59:27: Mesh: Bone16_mesh.... done


09:59:27: Exporting Object: Bone15


09:59:27: Compiling material Bone15_mesh_material


09:59:27: Mesh: Bone15_mesh.... done


09:59:27: Exporting Object: Bone17


09:59:27: Compiling material Bone17_mesh_material


09:59:27: Mesh: Bone17_mesh.... done


09:59:27: Exporting Object: Bone02


09:59:27: Compiling material Bone02_mesh_material


09:59:27: Mesh: Bone02_mesh.... done


09:59:27: Exporting Object: Bone03


09:59:27: Compiling material Bone03_mesh_material


09:59:27: Mesh: Bone03_mesh.... done


09:59:27: Exporting Object: Bone04


09:59:27: Compiling material Bone04_mesh_material


09:59:27: Mesh: Bone04_mesh.... done


09:59:27: Exporting Helper: Dummy02
09:59:27: , of type: Dummy


09:59:27: Exporting Helper: IK Chain02
09:59:27: , of type: IK Chain Object


09:59:27: Exporting Object: Bone10


09:59:27: Compiling material Bone10_mesh_material


09:59:27: Mesh: Bone10_mesh.... done


09:59:27: Exporting Object: Bone11


09:59:27: Compiling material Bone11_mesh_material


09:59:27: Mesh: Bone11_mesh.... done


09:59:27: Exporting Object: Bone06


09:59:27: Compiling material Bone06_mesh_material


09:59:27: Mesh: Bone06_mesh.... done


09:59:27: Exporting Object: Bone07


09:59:27: Compiling material Bone07_mesh_material


09:59:27: Mesh: Bone07_mesh.... done


09:59:27: Exporting Helper: Dummy01
09:59:27: , of type: Dummy


09:59:27: Exporting Helper: IK Chain01
09:59:27: , of type: IK Chain Object


09:59:27: Exporting Helper: IK Chain07
09:59:27: , of type: IK Chain Object


09:59:27: Exporting Shape: Rectangle02


09:59:27: Exporting Helper: IK Chain06
09:59:27: , of type: IK Chain Object


09:59:27: Exporting Helper: IK Chain04
09:59:27: , of type: IK Chain Object


09:59:27: Exporting Shape: Rectangle01


09:59:27: Exporting Helper: IK Chain03
09:59:27: , of type: IK Chain Object


09:59:27: Exporting Helper: IK Chain05
09:59:27: , of type: IK Chain Object


09:59:27:

== Exporting Materials ==


09:59:27: Material_#28


09:59:27: Bone01_mesh_material


09:59:27: Bone25_mesh_material


09:59:27: Bone22_mesh_material


09:59:27: Bone20_mesh_material


09:59:27: Bone21_mesh_material


09:59:27: Bone18_mesh_material


09:59:27: Bone16_mesh_material


09:59:27: Bone15_mesh_material


09:59:27: Bone17_mesh_material


09:59:27: Bone02_mesh_material


09:59:27: Bone03_mesh_material


09:59:27: Bone04_mesh_material


09:59:27: Bone10_mesh_material


09:59:27: Bone11_mesh_material


09:59:27: Bone06_mesh_material


09:59:27: Bone07_mesh_material


09:59:27: 17 material(s) exported to siriema.material



Lioric

23-05-2007 18:24:42

You need to hide the bones before exporting

When the bones are displayed, is not that they are exported as meshes, is their graphical representation what is exported in the mesh files (the bones and the skeleton is exported in the .skeleton file as normal)

You need to add all of your skeletal hierarchy to the skin modifier even if some bones dont affect any vertices (at least in the current version, new version dont need this)


Or post the scene file and i will review it

mako

24-05-2007 15:08:35

well, if I hide the bones, they'fe not exported as a mesh, cool =D, however my skeleton is not working yet


Or post the scene file and i will review it


how can I send it to you?

oh, and I added all my bones in my skin.

thanks for ur attention

Lioric

24-05-2007 17:48:11

Post it somewhere on the net and provide a link or see in the contacts page for an email where you can send it

mako

25-05-2007 15:59:50

the zip has the max file and the texture file

http://www.ciar.ufg.br/siriema.zip

thank u very very much.

mako

28-05-2007 20:35:24

I'm now using the ofusion real time viewport, and I observed that with the skin, I cannot see my object, and without the skin I can see it... however I dont have a clue of what's wrong with my skinned object.

mako

29-05-2007 16:44:45

problem solved, I deleted the bones and the skin, and created again following the steps of this link

http://www.ofusiontechnologies.com/supp ... id=2&id=11

Lioric

29-05-2007 17:41:40

I reviewed your scene, and in the latest version is working correctly (you only need a few modifications to your objects matrix)

In your CE version, add all the bones in the hierarchy to the skin modifier and update the viewport

You need to set a clean matrix for the Pose mode of you object, disable the skin modifier and move your object to the correct position, reset XForm and the enable the skin modifier