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Messages - BadCRC

#1
Wall Worm News / Re: Wall Worm 2.4 Release Notes
January 10, 2015, 02:41:34 AM
It was all in one step.  I posted the the settings in my last post(3rd pic).  Used the "...\humans_sdk\Male_Animations_sdk" as the Sequence Folder, checked Animated Model and imported a bare minimum QC file:

$modelname sdk\Humans\male_06_sdk.mdl
$cdmaterials sdk\models\Humans\Male
$model male_06 "male_06_reference.smd"


Everything else was left default.  That's it.
#2
Wall Worm News / Re: Wall Worm 2.4 Release Notes
January 09, 2015, 08:44:36 PM
New issue with the importer.  It looks like when you import an animated model it messes up the weights or something.  Here is an example of the Male_06_reference.smd again on frame 1 of "CrouchIdle_D_toShoot" anim.  You can see how the knee is deformed.  Also in the second image the sleeves are rolled up.  My own model has this issue also.  What do you think is happening?


#3
Wall Worm News / Re: Wall Worm 2.4 Release Notes
January 09, 2015, 07:28:23 PM
Sounds reasonable. 
#4
Wall Worm News / Re: Wall Worm 2.4 Release Notes
January 08, 2015, 11:32:04 PM
The new SMD & QC Importer(version 1.7) merges individual meshes into one one mesh.  Is this intentional? 


Version 1.6 left meshes separate.  This is the preferred method.
#5
Wall Worm News / Re: Wall Worm 2.4 Release Notes
January 07, 2015, 11:27:55 AM
Here are the settings that is in the SMD Importer UI.  I tried the Listener commands but they did not work.  The solution is to close the Importer window then reopen it and it will work again.
#6
Wall Worm News / Re: Wall Worm 2.4 Release Notes
January 07, 2015, 11:04:56 AM
Just did some more testing.  Looks like error is with the SMD import.  When you import using a QC file with bare minimum settings it works.  Looks like the weights are mapped properly.  Here is the QC file I used./*
==============================================================================

male06

==============================================================================
*/


$modelname sdk\Humans\male_06_sdk.mdl
$cdmaterials sdk\models\Humans\Male

$model male_06 "male_06_reference.smd"
#7
Bug Reports / Re: SMD And QC Importer Weights Issue
January 07, 2015, 10:41:07 AM
Thank you.  I posted the error in this thread http://www.wallworm.net/index.php/topic,1200.msg3405.html#msg3405
#8
Wall Worm News / Re: Wall Worm 2.4 Release Notes
January 07, 2015, 10:27:28 AM
I have used the new version to import Male_06_reference.smd but I get an error.  I have tried other SMD's with the same error.  If you try to import another it won't let you just hear an error sound effect.  You have to restart Max.  Let me know if you need any other info or tests.

The image shows the error.  The Code shows the MaxScript Listener error. 



Welcome to MAXScript.

"D:\Steam\steamapps\bad\sourcesdk_content\hl2\modelsrc\humans_sdk\Male_sdk\Male_06_reference.smd Imported"
This is not a valid Node: #($PolyMesh:Male_06_reference001 @ [0.000000,0.000000,0.000000])
-- Error occurred in addObjToObjects(); filename: D:\Autodesk\dev_wallworm_model_tools\WallWorm.com\WallWormModelTools\ww_structs.ms; position: 39109; line: 1452
--  Frame:
--   recurse: false
--   startingCount: 0
--   obj: #($Male_06, $ValveBiped.Bip01, $ValveBiped.Bip01_Pelvis, $ValveBiped.Bip01_L_Thigh, $ValveBiped.Bip01_L_Calf, $ValveBiped.Bip01_L_Foot, $ValveBiped.Bip01_L_Toe0, $ValveBiped.Bip01_R_Thigh, $ValveBiped.Bip01_R_Calf, $ValveBiped.Bip01_R_Foot, $ValveBiped.Bip01_R_Toe0, $ValveBiped.Bip01_Spine, $ValveBiped.Bip01_Spine1, $ValveBiped.Bip01_Spine2, $ValveBiped.Bip01_Spine4, $ValveBiped.Bip01_Neck1, $ValveBiped.Bip01_Head1, $ValveBiped.Bip01_L_Clavicle, $ValveBiped.Bip01_L_UpperArm, $ValveBiped.Bip01_L_Forearm, ...)
--   added: true
--   called in msh loop; filename: D:\Autodesk\dev_wallworm_model_tools\WallWorm.com\rollouts\SMDImport.ms; position: 13932; line: 296
--  Frame:
--   msh: #($Male_06, $ValveBiped.Bip01, $ValveBiped.Bip01_Pelvis, $ValveBiped.Bip01_L_Thigh, $ValveBiped.Bip01_L_Calf, $ValveBiped.Bip01_L_Foot, $ValveBiped.Bip01_L_Toe0, $ValveBiped.Bip01_R_Thigh, $ValveBiped.Bip01_R_Calf, $ValveBiped.Bip01_R_Foot, $ValveBiped.Bip01_R_Toe0, $ValveBiped.Bip01_Spine, $ValveBiped.Bip01_Spine1, $ValveBiped.Bip01_Spine2, $ValveBiped.Bip01_Spine4, $ValveBiped.Bip01_Neck1, $ValveBiped.Bip01_Head1, $ValveBiped.Bip01_L_Clavicle, $ValveBiped.Bip01_L_UpperArm, $ValveBiped.Bip01_L_Forearm, ...)
-- Error occurred in btnImportSMD.pressed(); filename: D:\Autodesk\dev_wallworm_model_tools\WallWorm.com\rollouts\SMDImport.ms; position: 13953; line: 298
--  Frame:
--   mshes: #(#(<Deleted scene node>), #(<Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, <Deleted scene node>, ...))
--   tempWWMT: (ww_LOD_wrapper modelName:"modelname" isset:false alwayscollapse:false collapsebones:false target:undefined targets:#() hulls:#() bonesarray:#() hullbonesarray:#() autoHull:false modelSetName:undefined physSetName:undefined lods:#() locked:false layer:"WW Model Tools Layer" phys:undefined lodgroup:undefined modelPath:undefined materialPath:undefined surfaceprop:undefined staticprop:false ambientboost:undefined constantdirectionallight:undefined opaque:undefined mostlyopaque:undefined illumorigin:undefined mass:undefined automass:undefined concave:undefined contents:undefined inertia:undefined damping:undefined rotDamping:undefined jointConstraints:undefined phdrag:undefined animatedfriction:undefined masscenter:undefined massorigin:undefined mscale:1 noselfcollisions:false useLocalOrigin:true refSystem:undefined altOrigin:false shadowlod:undefined expHL1Format:false idleSequence:true sequences:#() sequencelist:#() weightlistnames:#() weightlists:#() particlesystems:#() ORIGIN:undefined bitmaps:#() materials:#() cam:undefined camMode:false attachmentlist:#() attachments:#() base:"" health:undefined allowstatic:undefined physicsmode:undefined blockLOS:undefined AIWalkable:undefined dmg_bullets:undefined dmg_club:undefined dmg_explosive:undefined ignite:undefined explosive_resist:undefined flammable:undefined explosive_damage:undefined breakable_model:undefined breakable_count:undefined breakable_skin:undefined multiplayer_break:undefined explosive_radius:undefined fadetime:15 motiondisabled:undefined gibs:#() bodygroups:#() morphasvta:true shaderType:"VertexLitGeneric" mapChannel:1 range:#(0) compression:"DXT5" referenceNode:undefined offsetFaces:false lockInitialOrigin:false normalMethod:3 internalOrigin:true rotateRefsystem:false alreadyExported:#() dmx:false proxies:#() isXref:false)
--   vtanode: undefined
--   fsource: "D:\Steam\steamapps\bad\sourcesdk_content\hl2\modelsrc\humans_sdk\Male_sdk\Male_06_reference.smd"
--   fileType: ".smd"
--   timeoffset: 0
--   doImport: true
>> MAXScript Rollout Handler Exception:
-- Unknown property: "targets" in undefined <<
#9
Bug Reports / SMD And QC Importer Weights Issue
January 07, 2015, 09:59:37 AM
I've noticed weights issue when importing models.  I am using the "sourcesdk_content\hl2\modelsrc\humans_sdk\Male_sdk\Male_06_reference.smd" in these examples.  As you can see it is imported correctly in Blender.  In Max it get assigned to the other leg as well.  Does the importer use the weights in the SMD or does it assigned its own?  I know that you have fixed some weight problems in version 2.4 but I get errors using the importer in that version.  I will post the errors in the appropriate thread.

#10
After some troubleshooting I was able to figure out the the Importer cannot handle file names with spaces.

I was using a QC file that had $body "Body" "Engineer Reference.smd" line in it.  Studiomdl.exe can handle this because it has quotes around it.  Once I renamed the file without spaces(Engineer_Reference.smd) and updated the QC then it worked.  Also the importer can import SMD file names with spaces individually just not in a QC file.

Also the importer cannot handle materials with spaces in the name.  For example I have "Glasses yellow.vmt" inside it points to "$baseTexture" "models\AOtest/glasses yellow" which points to "Glasses yellow.tga".  Had to change the $baseTexture to "$baseTexture" "models\0ETQWAOtest/glasses_yellow" and TGA to "Glasses_yellow.tga" then it works.

Just wanted to let others know if they have issues or maybe support for spaces can added in upcoming releases.

BTW Great product.  Real nice work.
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