I write this with little hope of getting help... no one really cares about a game that's > 5 yrs. old, especially with the brand-new kid on the block...
I've got 3ds max 2013 and Eshme's tools. I barely modified a mesh that I had been working on in Blender previously—after only very minor tweaks I tried to export it and that's when things started to spiral downward. My first export was a mangled mess... vertices flying everywhere in-game. It seemed like a skinning/bones issue... I went back to 3ds max and tried the given solution of importing a similar item (in my case, a female robe) and copying its Skin modifier to my edited mesh. That didn't work—it didn't fix my problem in-game and now my mesh was completely invisible; my character was a floating head.
Subsequent attempts to fix this only compounded the problem. After two or three re-imports of the same model to try and copy the skin again, I ended up with 3X the number of bones, collision objects, etc... even though I was careful to delete everything but my modified mesh in the first place, somehow the program kept assuming that there was a skeleton present (even though I couldn't see it anywhere) and it would add all the bones again. All the collision primitives too; 3ds max would create a brand-new set and append incremental numbers to their names, as if they were "copies" even though the originals were no longer present. At one point I tried exporting and got a "too many bones" error, and on the following try the program just froze and crashed.
Is there any way I can start over with the process of fixing my mesh, or am I just screwed and have to throw all my work out/start over from scratch?





Retour en haut










