I've been wasting hours looking on the internet how to fix this but with no success. I use Milkshape for creating meshes and simple animations because I do not do complex animations and I do usually either structures, simple props or items, robots that do not require complex animations. Then I would use 3ds Max or Blender to get the model into M3. This is needed also because some War3 Models of Futuristic buildings made specially for me are eitehr in MS3D or War3 MDX format, so I have to use Milkshape for various reasons besides liking it. Learning how to do that with this simple model is needed when I start importing my futuristic models soon.
So for a starter, I made this simple plane model to be used with a texture as a decal for cliffs and ground, rather than doing custom doodads with Texture select by Id, havingsuch model will be way more convenient. And even if so simple, the model won't export...
I use 3ds Max Design 2011 some trial.. but anyway using the latest M3 export plugin, I've no problem importing and exporting Blizzard\s SC2 models but whenit comes to custom model, I get an error when Exporting:
Vertex weighted to undefined bone!
So I need to know how to fix this weight and vertices for the future because this may occur on every custom model I try to export to M3... Step by step, also if someone feels like exporting it to M3 and tells me what he fixed, would be great.,
Try it and even use it if you feel you will have use of it. I would try Blender too but there I also get error when trying to export and it's so unclear using Blender that I can't even see what is imported and how to apply the Material , 3ds max at least is more understandable
You don't apply weights by attaching model to a bone, as it is done in the scene you provided. You need to apply skin modifier onto the object, there using ADD option add the bones. If you add one bone it will be weighted with weight 1 (max) to every single vertex.
Note the difference between skin and attach:
- when the model is attached to a bone, it's pivot will move/rotate/scale when moving/rotate/scale the bone to which it is attached.
- when the model is skinned to the bone, it's pivot will not move/rotate/scale when moving/rotate/scale the bone. Only the vertices will move.
Since version 2.2 the exporter doesn't add any new bones by itself. You have to attach everything by hand.
In Milkshape 3D in order to make an animation the bone has to be assigned to a mesh for the mesh to move when you move the bone, so that's why I did so. No prob, I can leave the joint unassigned but would it work if the Node is assigned to the model or mesh and at the same time do Skin Modifier? How will otherwise the model move?
That's the part I don't know how to do - since I will have other models probably with joints attached to the meshes, do I need to detach them? I don't know much with 3ds max, so I click the mesh, add SKIN modifier, choose Add, select my bone and what next? Where do I set the weights - Envelopes, buttons, pls step by step. Besides my bone I see another bone called m3BoneRoot - appeared after converting Material to SC2 one, should I do anything on it?
Ok I did follow this video to make the weight 1.000 of all the vertexes
then this is what I get... a new error when trying to export
Max 2012? :) Revert to max2011 or create TightTest to the scene and pick a parent bone for it (see tight test options). The error you're getting doesn't occur in max2011.
When you add one bone to the skin the skin will weight automatically all the vertices to one bone with value 1.
You need to detach the model from the bone before you apply the skin modifier.
Oh c'mon Zolden! Don't give him any fish, I'm trying to teach him how to catch them ;)
teach me what? The steps you gave were not descriptive enough to see what and where to call those options, I provided the videos with where to weight them, also I can't just revert to 3ds max like that, it's the only version I can use atm. I requested this be done since I can't fight with errors, and was not gonna waste another day for somethign so simple.
Hopefully the art tools will have no problem exporting and a normal way rendering the alpha channel ingame, cause when I see black instead of alpha, i am not sure it becomes alpha ingame and I did click Alpha Add and Alpha on flags that this plugin has with still no success and various errors.
Yeah, I hope that the art tools have the functionality of a normal way of rendering the alpha channel, I really do. From what I've seen in game the functionality is there. Oh well, time will tell :)
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I've been wasting hours looking on the internet how to fix this but with no success. I use Milkshape for creating meshes and simple animations because I do not do complex animations and I do usually either structures, simple props or items, robots that do not require complex animations. Then I would use 3ds Max or Blender to get the model into M3. This is needed also because some War3 Models of Futuristic buildings made specially for me are eitehr in MS3D or War3 MDX format, so I have to use Milkshape for various reasons besides liking it. Learning how to do that with this simple model is needed when I start importing my futuristic models soon.
So for a starter, I made this simple plane model to be used with a texture as a decal for cliffs and ground, rather than doing custom doodads with Texture select by Id, havingsuch model will be way more convenient. And even if so simple, the model won't export...
I use 3ds Max Design 2011 some trial.. but anyway using the latest M3 export plugin, I've no problem importing and exporting Blizzard\s SC2 models but whenit comes to custom model, I get an error when Exporting:
Vertex weighted to undefined bone!
So I need to know how to fix this weight and vertices for the future because this may occur on every custom model I try to export to M3... Step by step, also if someone feels like exporting it to M3 and tells me what he fixed, would be great.,
Try it and even use it if you feel you will have use of it. I would try Blender too but there I also get error when trying to export and it's so unclear using Blender that I can't even see what is imported and how to apply the Material , 3ds max at least is more understandable
@Eimtr: Go
You don't apply weights by attaching model to a bone, as it is done in the scene you provided. You need to apply skin modifier onto the object, there using ADD option add the bones. If you add one bone it will be weighted with weight 1 (max) to every single vertex.
Note the difference between skin and attach: - when the model is attached to a bone, it's pivot will move/rotate/scale when moving/rotate/scale the bone to which it is attached. - when the model is skinned to the bone, it's pivot will not move/rotate/scale when moving/rotate/scale the bone. Only the vertices will move.
Since version 2.2 the exporter doesn't add any new bones by itself. You have to attach everything by hand.
@Leruster: Go
In Milkshape 3D in order to make an animation the bone has to be assigned to a mesh for the mesh to move when you move the bone, so that's why I did so. No prob, I can leave the joint unassigned but would it work if the Node is assigned to the model or mesh and at the same time do Skin Modifier? How will otherwise the model move?
That's the part I don't know how to do - since I will have other models probably with joints attached to the meshes, do I need to detach them? I don't know much with 3ds max, so I click the mesh, add SKIN modifier, choose Add, select my bone and what next? Where do I set the weights - Envelopes, buttons, pls step by step. Besides my bone I see another bone called m3BoneRoot - appeared after converting Material to SC2 one, should I do anything on it?
Ok I did follow this video to make the weight 1.000 of all the vertexes
then this is what I get... a new error when trying to export
Please export it and tell me how you fixed the errors because communication is too slow like that, can\t wait 1 day for just the next step...
Max 2012? :) Revert to max2011 or create TightTest to the scene and pick a parent bone for it (see tight test options). The error you're getting doesn't occur in max2011.
When you add one bone to the skin the skin will weight automatically all the vertices to one bone with value 1.
You need to detach the model from the bone before you apply the skin modifier.
try this, but don't call mesh - decal, it's not decal
@Zolden: Go
Oh c'mon Zolden! Don't give him any fish, I'm trying to teach him how to catch them ;)
@Leruster: Go
Realy? Sty, didn't read your discussion. He just asked me in chat to export it.
@Zolden: Go
Joke ;)
teach me what? The steps you gave were not descriptive enough to see what and where to call those options, I provided the videos with where to weight them, also I can't just revert to 3ds max like that, it's the only version I can use atm. I requested this be done since I can't fight with errors, and was not gonna waste another day for somethign so simple.
Hopefully the art tools will have no problem exporting and a normal way rendering the alpha channel ingame, cause when I see black instead of alpha, i am not sure it becomes alpha ingame and I did click Alpha Add and Alpha on flags that this plugin has with still no success and various errors.
So thanks, Zolden for doing this.
@Eimtr: Go
Yeah, I hope that the art tools have the functionality of a normal way of rendering the alpha channel, I really do. From what I've seen in game the functionality is there. Oh well, time will tell :)