Hey all
I recently got a student licensed copy of 3dsMax 2012, however I'm having issues using NWMax with it. Anyone have any experience with installing/using NWMax with newer editions of Max?
Main issue I've gotten was a script error when trying to load skinmeshed models.
Thanks for any help/advice. And Happy Thanksgiving!
JFK
Using Nwmax with 3dsMax 2012?
Débuté par
Frith5
, nov. 24 2011 06:53
#1
Posté 24 novembre 2011 - 06:53
#2
Posté 24 novembre 2011 - 07:04
Happy Thanksgiving to you as well!
Let me guess, does the error start off with "coCreateInstance() failed" and go on about needing to check your registry entries, and so on?
If that's the case, search for the MAXComponents.dll for your install of 3ds Max 2012. Then open a dos prompt and navigate to the directory where the MAXComponents.dll resides and type:
regsvr32.exe MAXComponents.dll
This may happen from time to time. It's not related to NWMax.
Let me guess, does the error start off with "coCreateInstance() failed" and go on about needing to check your registry entries, and so on?
If that's the case, search for the MAXComponents.dll for your install of 3ds Max 2012. Then open a dos prompt and navigate to the directory where the MAXComponents.dll resides and type:
regsvr32.exe MAXComponents.dll
This may happen from time to time. It's not related to NWMax.
Modifié par OldTimeRadio, 24 novembre 2011 - 07:09 .
#3
Posté 24 novembre 2011 - 10:09
Thanks for the reply OTR. Unfortunately, that's not the problem this time around. You DID solve that issue for me quite a few months back with this advice, when I was experiencing that coCreateInstance() problem with gMax and NWMax. This one, with Max 2012, seems to be related to skinmeshes. I'll experiment a bit more and come back here with more info.
#4
Posté 24 novembre 2011 - 11:05
Okay, NWMax seems to work fine with other models, but when I try to import a model with a skinmesh (such as my fish, shadow, etc.) it throws an exception.
MAXScript Rollout Handler Exception pops up:
--Unknown property: "animations" in undefined
Also a script window pops up named aurora_fn_import.ms
This has a lot of scripting, but the error code at the bottom lists:
li=3745 co=1 offset=211237 INS (SR+LF)
Here is some of the code surrounding the line mentioned above:
Thanks for any help.
JFK
MAXScript Rollout Handler Exception pops up:
--Unknown property: "animations" in undefined
Also a script window pops up named aurora_fn_import.ms
This has a lot of scripting, but the error code at the bottom lists:
li=3745 co=1 offset=211237 INS (SR+LF)
Here is some of the code surrounding the line mentioned above:
3725 if (importAnims) then
3726 (
3727 if lastFrame > 0 then (
3728 animationRange = (interval 0 lastFrame)
3729 ) else (
3730 animationRange = (interval 0 60)
3731 )
3732 ) else (
3733 lastFrame = animationRange.end
3734 )
3735 )
3736
3737 ) -- end mdl_pos case statement
3738 ) -- end while not eof
3739 --lastFrame += animGap
3740 )
3741 catch
3742 (
3743 --messageBox ("NWN importer Script Error reading mdl file at line:" + lineNum as string)
3744 close mdlStream
3745 throw
3746 )
3747 close mdlStream
3748 nx_FlushBuffer()
3749 if showprogress then
3750 (
3751 progressEnd()
3752 )
3753 )
Thanks for any help.
JFK
#5
Posté 25 novembre 2011 - 12:47
Strange, I don't think I've seen that one before. I'm using Michael DarkAngel's NWMax Plus with some homebrew modifications I made myself and I haven't had any similar problems that I can recall. Maybe you're trying to import a binary model or something like that? I believe NWMax should sniff that out but it's the only thing I can think of.
There is also the possiblity that you're running the GMax version of NWMax under Max 2012. You probably wouldn't want to do that.
There is also the possiblity that you're running the GMax version of NWMax under Max 2012. You probably wouldn't want to do that.
#6
Posté 25 novembre 2011 - 07:59
Thanks for the help. I'm using the 3dsMax version 6-8 of NwMax, that being the last release.
I've just tried with MDA's NWMax+ with the same issue. It seems to be related to skin/bones in the model. I've used NWexplorer to export one of my fish models from a working .hak, and importing the model causes the problem.
Hmmm.... let me try importing it with gMax/NWMax, to see the result.
I get the same issue importing with gMax. I've tried opening a saved scene with a skinmeshed Gibbering Mouther I'd been working on a while back. It loaded and animated, etc., just fine. I exported it to the Desktop successfully. I then tried loading it into 3dsMax with NWMax+. No dice, as I got a new error about Unable to Convert... hmmm, something's up.
I've just tried with MDA's NWMax+ with the same issue. It seems to be related to skin/bones in the model. I've used NWexplorer to export one of my fish models from a working .hak, and importing the model causes the problem.
Hmmm.... let me try importing it with gMax/NWMax, to see the result.
I get the same issue importing with gMax. I've tried opening a saved scene with a skinmeshed Gibbering Mouther I'd been working on a while back. It loaded and animated, etc., just fine. I exported it to the Desktop successfully. I then tried loading it into 3dsMax with NWMax+. No dice, as I got a new error about Unable to Convert... hmmm, something's up.
#7
Posté 25 novembre 2011 - 10:10
I also receive an error ('Unknown property: "animations" in undefined') when trying to open one of your fish models using NWMax+ with 3DSMax9, and yet I closed NWMax+ and restarted it, without closing 3DSMax, the model appeared less the animations.
That error looks as though it has something to do with animations not the skinmesh. I would hazard a guess that your previously posted error also has something to do with animations. Let me see if I can solve this error, or if it happens with any other models, and then we'll go from there.
[EDIT]
I ran into this same issue using the original NWMax with 3DSMax8
Still testing
[/EDIT]

MDA
That error looks as though it has something to do with animations not the skinmesh. I would hazard a guess that your previously posted error also has something to do with animations. Let me see if I can solve this error, or if it happens with any other models, and then we'll go from there.
[EDIT]
I ran into this same issue using the original NWMax with 3DSMax8
Still testing
[/EDIT]
MDA
Modifié par Michael DarkAngel, 25 novembre 2011 - 10:48 .
#8
Posté 25 novembre 2011 - 11:33
Glad you're on the case, Michael! I had the same result when I closed NWMax+, with the model minus the animations.
The fact that gMax/NWMax does the same (sort of) thing makes it seem it is something in my model. However, it isn't just my fish model, but other skinmesh models I've tried. Let me try opening one of the skinmesh models from another source, such as ProjectQ...
The fact that gMax/NWMax does the same (sort of) thing makes it seem it is something in my model. However, it isn't just my fish model, but other skinmesh models I've tried. Let me try opening one of the skinmesh models from another source, such as ProjectQ...
#9
Posté 25 novembre 2011 - 11:40
Doh. Just realized I haven't yet installed ProjectQ. I had the obligatory and inevitable hard drive failure a few weeks ago, and now I have a new computer. I had most of my stuff backed up on a 1T external, but somehow it still is a chore to get stuff 'back in the saddle'.
#10
Posté 26 novembre 2011 - 02:22
Okay, I just tried it with a newly exported fish model from the ProjectQ creatures .hak. Same issue as above, on import. 
Next, I will try creating a new, simple model with a skinmesh on it, and see if it works after export/import...
Next, I will try creating a new, simple model with a skinmesh on it, and see if it works after export/import...
#11
Posté 26 novembre 2011 - 02:39
New information:
It works to import the geometry only, and then to select the model base and import the animations only!
JFK
It works to import the geometry only, and then to select the model base and import the animations only!
JFK





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