Hi,
I'm almost finished with my modded car right now.
The only thing missing is the suspension animation.
I prepared all the animations and spring compression skinning in 3ds Max already and now I want to export it.
I tried every possible combination, the stock ksEditor, the patched one, the modded one. From what I can tell it's the skinned mesh itself. I can export and load the car in all ksEditors until I also export the skinned Mesh. Then it will just crash while loading the file. I can collapse the Skin so it's turned back to a Mesh or Poly in 3ds Max and then I can easily import it. I also exported all the helpers and dummies for a test without any problems. Therefore it's basically just the skinned mesh itself that causes this.
So I checked the pipeline and it says that skinned meshes and their supergroups have to have their pivots set to 0,0,0 with correct pivot alignment, which I did. It also says that you require a new material for it, one that isn't used by non-skinned objects, which I did.
Then it also says
'The skinned-mesh dedicated material, must be KsSkinnedMesh or the KsSkinnedMesh_NMDetail.
The animation works only when the skinned material is assigned to the skinned mesh.'
I suppose they mean the name of the material itself. So I called the material in Max KsSkinnedMesh. Also didn't work.
The only thing that sounds odd to me here is the following line in the pipeline
'Two different materials must be created, one for the standard mesh and another one for the skinned mesh.'
Why would there be the same material on two different meshes? Does that mean you need to export two versions of the spring, one with skinning and one without skinning and it will be replaced somehow?
And then does that mean that for exporting the ksAnim files, I need to select the helpers and dummies in 3ds Max but in this case also the skinned mesh?
I'm really struggling to solve this problem here. Most documentations are on Dir notes, which won't work here. I know it has been done but I cannot seem to find the mistake in my setting.
I'm almost finished with my modded car right now.
The only thing missing is the suspension animation.
I prepared all the animations and spring compression skinning in 3ds Max already and now I want to export it.
I tried every possible combination, the stock ksEditor, the patched one, the modded one. From what I can tell it's the skinned mesh itself. I can export and load the car in all ksEditors until I also export the skinned Mesh. Then it will just crash while loading the file. I can collapse the Skin so it's turned back to a Mesh or Poly in 3ds Max and then I can easily import it. I also exported all the helpers and dummies for a test without any problems. Therefore it's basically just the skinned mesh itself that causes this.
So I checked the pipeline and it says that skinned meshes and their supergroups have to have their pivots set to 0,0,0 with correct pivot alignment, which I did. It also says that you require a new material for it, one that isn't used by non-skinned objects, which I did.
Then it also says
'The skinned-mesh dedicated material, must be KsSkinnedMesh or the KsSkinnedMesh_NMDetail.
The animation works only when the skinned material is assigned to the skinned mesh.'
I suppose they mean the name of the material itself. So I called the material in Max KsSkinnedMesh. Also didn't work.
The only thing that sounds odd to me here is the following line in the pipeline
'Two different materials must be created, one for the standard mesh and another one for the skinned mesh.'
Why would there be the same material on two different meshes? Does that mean you need to export two versions of the spring, one with skinning and one without skinning and it will be replaced somehow?
And then does that mean that for exporting the ksAnim files, I need to select the helpers and dummies in 3ds Max but in this case also the skinned mesh?
I'm really struggling to solve this problem here. Most documentations are on Dir notes, which won't work here. I know it has been done but I cannot seem to find the mistake in my setting.