Author Topic: exporting from 3ds 3.1 foreign  (Read 1903 times)

Offline Nighthawk

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exporting from 3ds 3.1 foreign
« on: November 27, 2007, 10:17:19 AM »
dunno if this should be in the general forums, as it's a modding question. move it as you see fit, mods

does anyone have 3ds 3.1 in other language outside english? if so, anyone tried exporting characters to BC?
what happened?

I, with a spanish translation, can export the mesh and the bones, and it works, but the character doesn't move at all.
I'm afraid BC doesn't recognize the bones, as they're translated  :(

Offline Legacy

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Re: exporting from 3ds 3.1 foreign
« Reply #1 on: December 11, 2007, 09:48:28 PM »
Yes, it won't reconize them
The animations are linked to the bones by their biped names.
Different names means no anims.

Offline Nighthawk

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Re: exporting from 3ds 3.1 foreign
« Reply #2 on: December 12, 2007, 10:48:46 AM »
I was afraid of.  :(

wont it even work if I renamed them with Nifskope after exporting it?

for example, I exported Felix and Kiska. they both appear a bit offset of their positions, standing, and as Jesus in the cross lol. the head loads in position and it moves, but the body doesn't. even after renaming them

I made a quick test on this, mainly to test the exporter and the mesh. I'll have to dig deeper to get it sorted. but at least I know what's failing now.

Offline Legacy

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Re: exporting from 3ds 3.1 foreign
« Reply #3 on: December 13, 2007, 10:30:02 AM »
Rename the biped bones themselves in max, easier and will work.

Or even better, open the ones in the SDK, they should be correctly named.

Offline Nighthawk

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Re: exporting from 3ds 3.1 foreign
« Reply #4 on: December 13, 2007, 12:15:51 PM »
Rename the biped bones themselves in max, easier and will work.

Or even better, open the ones in the SDK, they should be correctly named.
tried, but the exporter screws it.
so what I have to change is the final product.

I'm now wondering if I messed the naming, since there is "BipXX" and "BipedXX".
I'll try to note down the hierarchy of the stock bones using GMax or Milkshape. this can be very useful when solved.

EDIT: BipXX it is.