max9 to max8 to ofusion 1.6, no skeleton file

johnny wonder

16-02-2007 18:35:11

hello everyone,

I am working on a game with my classmates for a school project. Our school has max 9 installed. so we have created our models in max 9 and we use collada exporter to import into max 8 so we can use ofusion to export and use them in our game. but there is no *.skeleton file that exports.

our models and animations look fine when converted to max8, and we can't see the model in the oFusion Viewport. the pivots show up in the viewport but not the mesh

any help would be much appreciated, thanks in advance.

Paul

Lioric

16-02-2007 18:40:18

You need to provide more details

What animation system are you using?

Is your object a single mesh?

If you are using skin mod, is all the skeleton hierarchy added to the bones list?

johnny wonder

16-02-2007 18:59:20

sorry about that,

1- we are using the standard biped in max, with fk and we aren't using Motion Mixer.

2- For the most part we are using a single mesh (out of 8 characters 2 have multiple meshes, linked up and skinned to deform properly)

3- Yes the skinning process is correct.

johnny wonder

16-02-2007 19:12:51

We figured it out just now.

the skinning must have the _Nub in the skin mod, even if there is no included verticies. but you don't need the Bip01 bone.


EDIT: we were trying to find this out for a week now, and were going crazy.