Rick Posted September 10, 2010 Share Posted September 10, 2010 I purchased http://www.dexsoft-games.com/models/royal_warrior.html and converted it via UU3D. I created the mat file that looks like: texture0="abstract::Warriori_body.dds" texture1="abstract::Warrior_N.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert" I have the .gmf, .mat, and the 2 .dds files in my LE directory. I also saved the dds files with mipmap. When I open the file in the model viewer I just see the skeleton for the animation. I don't see anything else. What could I be missing? Quote Link to comment Share on other sites More sharing options...
Rick Posted September 10, 2010 Author Share Posted September 10, 2010 OK, nevermind, I guess he was to big. I scaled him down some and now I can see him, but when I play animation in the model viewer it goes insane. I can't even really explain it. It's like it zooms in but it's all flat. It's strange. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted September 10, 2010 Share Posted September 10, 2010 How did you scale it? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rick Posted September 10, 2010 Author Share Posted September 10, 2010 In UU3D Select->All 3D Tools->Modifiers->Scene->ScaleTo Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted September 10, 2010 Share Posted September 10, 2010 did you re centre? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rick Posted September 10, 2010 Author Share Posted September 10, 2010 Yeah. The model is right above the grid and in the center. The bones look aligned correctly and everything. I can visually see him in the editor, but as soon as I animated it goes all funky. You can't even make out what the model is when it animates. The animation works fine in UU3D. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted September 10, 2010 Share Posted September 10, 2010 What are your export settings to gmf? and have you tried the model an app and not just model viewer? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rick Posted September 10, 2010 Author Share Posted September 10, 2010 I have only tried model viewer. I'm making an app now and can try that also. When I export the following items are NOT checked: Export multiple uvsets Export vertex colors Everything else is checked. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted September 10, 2010 Share Posted September 10, 2010 what format did you import to convert to gmf? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rick Posted September 10, 2010 Author Share Posted September 10, 2010 FBX Quote Link to comment Share on other sites More sharing options...
Davaris Posted September 10, 2010 Share Posted September 10, 2010 On this page http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/example/_Piston,_Rod_and_Crank I remember reading about using Ctrl-A->Apply scale and rotation on all mechanical parts in object mode before animating as otherwise, it would mess things up. Its a tute for Blender, so I don't know if the same applies to UU3D. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Pixel Perfect Posted September 10, 2010 Share Posted September 10, 2010 I've previously converted dexsoft animated models in UU3D in exactly the way you describe Rick, scaling and exporting, and not had any issues. I'd suggest starting again as something has clearly gone wrong during the process. Perhaps try another format as the initial import format Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Rick Posted September 10, 2010 Author Share Posted September 10, 2010 I'll give it another try, but I've had the same experience as you Pixel up until now. I've purchased many models from them and they all worked great. Quote Link to comment Share on other sites More sharing options...
Rick Posted September 11, 2010 Author Share Posted September 11, 2010 I used this new converter program http://leadwerks.com/werkspace/index.php?/topic/2758-gmfconv-beta-09/page__gopid__25805#entry25805 and I get the same result with the Royal Warrior and animation of it. What else is there to debug? It must be something with the model itself? Does anyone else have this specific model? I've converted other character models from Dexsoft before and they have all worked. Quote Link to comment Share on other sites More sharing options...
Rick Posted September 11, 2010 Author Share Posted September 11, 2010 OK, I guess I just had to reboot my PC Quote Link to comment Share on other sites More sharing options...
Davaris Posted September 11, 2010 Share Posted September 11, 2010 I've previously converted dexsoft animated models in UU3D in exactly the way you describe Rick, scaling and exporting, and not had any issues. I'd suggest starting again as something has clearly gone wrong during the process. Perhaps try another format as the initial import format Could you give us a screen shot of your settings on UU3D? I've owned it for a while and have not had any success with it. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Marleys Ghost Posted September 11, 2010 Share Posted September 11, 2010 COuld you give us a screen shot of your settings on UU3D? Settings for? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Davaris Posted September 11, 2010 Share Posted September 11, 2010 Settings for? When you 'Save As' on a model there is a gmf option. If you pick that a dialogue box opens up called 'Save Leadwerks GMF model' with lots of options. I assume you guys just tick everything? One problem I'm noticing right now is UU3D exports a gmf file and there is no mat file, or suggestion to indicate what it should be. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Marleys Ghost Posted September 11, 2010 Share Posted September 11, 2010 When you 'Save As' on a model there is a gmf option. If you pick that a dialogue box opens up called 'Save Leadwerks GMF model' with lots of options. I assume you guys just tick everything? For animated models I use the defaults, for static meshes I uncheck export bones and export animation. One problem I'm noticing right now is UU3D exports a gmf file and there is no mat file, or suggestion to indicate what it should be. no ... but why should it? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Davaris Posted September 11, 2010 Share Posted September 11, 2010 Because the gmf doesn't have the same things in it that the mtl file had in it. For instance it has the diffuse file for one I have just exported, but is missing the bump file that the mtl file had. Also how do you alter your shader settings, if no mat file is generated and there is no indication of what it should be? Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Marleys Ghost Posted September 11, 2010 Share Posted September 11, 2010 Also how do you alter your shader settings, if no mat file is generated and there is no indication of what it should be? ?? I write most of my own material files by hand ... if you dont know how then there is the wiki, the forum (via the search function) .. Icares ADN or indeed the material editor included in the SDK .. or GenMat.exe for real basic ones ... Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Davaris Posted September 11, 2010 Share Posted September 11, 2010 ?? I write most of my own material files by hand ... if you dont know how then there is the wiki, the forum (via the search function) .. Icares ADN or indeed the material editor included in the SDK .. or GenMat.exe for real basic ones ... Okay thanks for your help. I have a fair idea of how to write them, as I learned that recently after messing around with ADN, but until you said that I didn't know what file to put them in, as UU3D gives no indication. As a beginner earlier this year, I had no idea of what to do using these "instructions" for UU3D, which don't say anything at all really: http://www.leadwerks.com/wiki/index.php?title=Unwrap3D_GMF_Exporter Unwrap3D GMF ExporterFrom Leadwerks Developer Wiki Jump to: navigation, search UU3D can import all the formats found here. The gmf export plugin (if it's not already installed) can be found here under "Third Party Plugins" by choosing: Plugin: Leadwerks Engine GMF and your product, then pressing the "Download" button. Refer to the readme.txt found in the downloaded archive for further directives. So I didn't bother with UU3D after that. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
Pixel Perfect Posted September 11, 2010 Share Posted September 11, 2010 Hi Davaris, looks like MG already pretty much sorted you out with regards to the export options. The other thing I tend to use UU3D for is the scaling and you need to be a little careful with which scaling functions you use. If your scaling animated meshes then you need to do the following as already indicated by Rick: Select->All 3D Tools->Modifiers->Scene->ScaleTo Using the other (non scene based) scaling functions work for static meshes but not for animations as they don't scale the bones. You need to use the move function afterwards to re-centre the model, again from the scene menu if moving animated meshes. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Davaris Posted September 12, 2010 Share Posted September 12, 2010 Thanks for that Pixel. I haven't tried importing an animated mesh yet. Hopefully your instructions will save me some grief later on. What would be helpful is a FAQ sticky at the top of this sub forum to help new people with things like this. Quote Win 7 Pro 64 bit AMD Phenom II X3 720 2.8GHz GeForce 9800 GTX/9800 GTX+ 4 GB RAM Link to comment Share on other sites More sharing options...
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