Author Topic: exporting error  (Read 887 times)

Legacy_GianniAgn

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exporting error
« on: May 21, 2012, 04:10:38 pm »


               when i try to export it return me error

--Runtime error: Mesh has no color-per-vertex faces

What to do? 
               
               

               


                     Modifié par GianniAgn, 21 mai 2012 - 03:19 .
                     
                  


            

Legacy_NWN_baba yaga

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exporting error
« Reply #1 on: May 21, 2012, 06:01:51 pm »


               Are you using 3dsmax (which version then) or gmax? I never had such an error during my whole time. Make sure you use an editable mesh btw.
               
               

               
            

Legacy_GianniAgn

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exporting error
« Reply #2 on: May 21, 2012, 06:53:09 pm »


               Use 3ds max 2012..
               
               

               
            

Legacy_GianniAgn

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exporting error
« Reply #3 on: May 21, 2012, 06:57:41 pm »


               downloading gmax now, will try it
               
               

               
            

Legacy_GianniAgn

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exporting error
« Reply #4 on: May 21, 2012, 07:22:40 pm »


               In gmax same problem '<img'>
               
               

               
            

Legacy_Rubies

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exporting error
« Reply #5 on: May 21, 2012, 07:55:28 pm »


               I have (very limited) access to a laptop from hospy so if you put a link up to the model I can try and diagnose it. '<img'>
               
               

               
            

Legacy_GianniAgn

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exporting error
« Reply #6 on: May 21, 2012, 08:09:11 pm »


               TY '<img'> heres .max file

http://www.sendspace.com/file/97ci16
               
               

               
            

Legacy_NWN_baba yaga

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exporting error
« Reply #7 on: May 21, 2012, 09:09:26 pm »


               im not able to open max files above 7. What kind of model is it, show us a screenshot of the model + modifiers.
               
               

               
            

Legacy_Bannor Bloodfist

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exporting error
« Reply #8 on: May 21, 2012, 10:26:42 pm »


               You are attempting to use the auroraflex modifier.  

If so, you must weight the vertices of the mesh, .

From what I can see, you DO have that turned on as a modifier for the head.
Each difference in weight for a vertice changes how that particular vert will move and how far etc, according to wind.  I am NOT sure how that would be handled by NWN for a head.

Maybe the hair if a separate object but to have that modifier applied to the actual head itself doesn't make much sense to me.
               
               

               
            

Legacy_GianniAgn

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exporting error
« Reply #9 on: May 21, 2012, 10:40:19 pm »


               I will make it in 3dmax 7, i have cd in deepest corner of bookshelf '<img'>
               
               

               
            

Legacy_Bannor Bloodfist

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exporting error
« Reply #10 on: May 22, 2012, 12:02:34 am »


               I already told you what the problem is.

AURAFLEX modifier applied to the head object.

Collapse that down, OR adjust it so that the verts have weights assigned.

Collapsing it will remove your export error.

Assigning weights to at least one vert will remove the export error, but will NOT accomplish anything else.  Basically a huge waste of processing for an object that can't use the Auraflex anyway.
               
               

               
            

Legacy_GianniAgn

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exporting error
« Reply #11 on: May 22, 2012, 01:27:26 am »


               My english is bad, i dont really understand u. Remove auroraflex modifier at all?
               
               

               
            

Legacy_Bannor Bloodfist

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exporting error
« Reply #12 on: May 22, 2012, 06:12:48 am »


               Auroraflex is a modifier that allows individual faces or vertices of an object, to move.  For modern games, it might be used for speaking, making the lips move etc, for NWN it is not used at all on the head of a pc.

On the right hand side of your screen inside max, you have various things showing depending on what button you click along the top edge of that side.  You need to look for the object that looks like a big blue arc.  It will say "modify".  Click on that.

Under that, you find the roll-out menu that gives you the ability to work with modifiers.  

When you look at the actual modifier list for the "head" object (you have to have it selected), you will see the following:

AuroraTrimesh
AuroraFlex
EditableMesh

Each of those has a "+" next to it.

The way it all works, the AuroraTrimesh is the primary modifier, and it must ALWAYS be there for anything to do with NWN objects, creatures, etc.

The AuroraFlex modifier allows you to set the sensitivity of individual vertices or faces on the selected object, that sensitivity is controlled by a color chart, NWN only uses the red channel, and really is only reading that channel to get numbers for the "weight" of that specific face or vertice that is selected.  It is really detailed, and I have already created a tutorial for how to use AuroraFlex located here.

In your specific case, AuroraFlex is not needed.  The easiest way to handle getting rid of the export error is to just right click on the AuroraFlex modifier and choose "collapse to"  
You will get a warning message about losing animations... but there are NO animations assigned to that object anyway, so there is nothing to lose.  Just answer yes.

Make sure you did NOT delete/collapse the AuroraTrimesh as you do need that modifier.

Now, re-select your mdl base and you can export.

Warning, this mdl came from some other game, the .max scene is looking for two separate texture files, (head_face.tga, and mouth_ey.tga).  NWN will not allow you to assign two different textures to a single object.  So, it won't work the way you expect it to work in game anyway.

You will have to re-uvw map a single texture to that head OR split the head into multiple objects so you can apply separate textures to each.
               
               

               
            

Legacy_GianniAgn

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exporting error
« Reply #13 on: May 22, 2012, 11:22:35 am »


               Thank  very much!

Can u tell me how to chanhe UVW map? there are different modifiers, which to use?
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #14 on: May 22, 2012, 04:37:52 pm »


               The UVW is a modifier that is available in the modifier list box.  The box with the downward pointing arrow mentioned above.  When you click that and scroll down through the list you will find UVW mapping as one of the options.

As to telling you how to actually do the UVW mapping, your best bet would be to go watch some of the hundreds of vids/tutorials available for 3dsmax and try to learn it that way.  UVWMapping is an art form, and takes a LOT of experience with 3dsmax/Gmax before you can actually accomplish much with it.  Most especially for a complex shape like a human face.

You will need to learn how to edit the UVW Map, which is accomplished by clicking the UVWUnwrap modifier, and then clicking the edit button somewhere down in the rollout menu.  


I am not trying to scare you or anything, but UVW mapping is NOT a click this, click that, and done type of thing.  It is VERY complicated and takes a long time to learn.  I personally have only limited skills with it.  I would never attempt to uvwmap or apply a texture a face as I am not good enough.