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ModelViewer Dex-Soft model invisible


Rick
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I purchased http://www.dexsoft-games.com/models/royal_warrior.html and converted it via UU3D. I created the mat file that looks like:

 

texture0="abstract::Warriori_body.dds"
texture1="abstract::Warrior_N.dds"

shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag"
shadowshader="abstract::mesh_shadow_skin.vert"

 

I have the .gmf, .mat, and the 2 .dds files in my LE directory. I also saved the dds files with mipmap.

 

When I open the file in the model viewer I just see the skeleton for the animation. I don't see anything else. What could I be missing?

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How did you scale it?

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did you re centre?

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Yeah. The model is right above the grid and in the center. The bones look aligned correctly and everything. I can visually see him in the editor, but as soon as I animated it goes all funky. You can't even make out what the model is when it animates. The animation works fine in UU3D.

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What are your export settings to gmf? and have you tried the model an app and not just model viewer?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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what format did you import to convert to gmf?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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On this page

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/example/_Piston,_Rod_and_Crank

 

I remember reading about using

 

Ctrl-A->Apply scale and rotation on all mechanical parts in object mode

 

before animating as otherwise, it would mess things up. Its a tute for Blender, so I don't know if the same applies to UU3D.

Win 7 Pro 64 bit

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I've previously converted dexsoft animated models in UU3D in exactly the way you describe Rick, scaling and exporting, and not had any issues. I'd suggest starting again as something has clearly gone wrong during the process. Perhaps try another format as the initial import format

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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I used this new converter program http://leadwerks.com/werkspace/index.php?/topic/2758-gmfconv-beta-09/page__gopid__25805#entry25805 and I get the same result with the Royal Warrior and animation of it.

 

What else is there to debug? It must be something with the model itself? Does anyone else have this specific model? I've converted other character models from Dexsoft before and they have all worked.

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I've previously converted dexsoft animated models in UU3D in exactly the way you describe Rick, scaling and exporting, and not had any issues. I'd suggest starting again as something has clearly gone wrong during the process. Perhaps try another format as the initial import format

 

 

Could you give us a screen shot of your settings on UU3D? I've owned it for a while and have not had any success with it.

Win 7 Pro 64 bit

AMD Phenom II X3 720 2.8GHz

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COuld you give us a screen shot of your settings on UU3D?

 

 

Settings for?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Settings for?

 

When you 'Save As' on a model there is a gmf option. If you pick that a dialogue box opens up called 'Save Leadwerks GMF model' with lots of options. I assume you guys just tick everything?

 

One problem I'm noticing right now is UU3D exports a gmf file and there is no mat file, or suggestion to indicate what it should be.

Win 7 Pro 64 bit

AMD Phenom II X3 720 2.8GHz

GeForce 9800 GTX/9800 GTX+

4 GB RAM

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When you 'Save As' on a model there is a gmf option. If you pick that a dialogue box opens up called 'Save Leadwerks GMF model' with lots of options. I assume you guys just tick everything?

 

For animated models I use the defaults, for static meshes I uncheck export bones and export animation.

 

One problem I'm noticing right now is UU3D exports a gmf file and there is no mat file, or suggestion to indicate what it should be.

 

no ... but why should it?

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Because the gmf doesn't have the same things in it that the mtl file had in it. For instance it has the diffuse file for one I have just exported, but is missing the bump file that the mtl file had.

 

Also how do you alter your shader settings, if no mat file is generated and there is no indication of what it should be?

Win 7 Pro 64 bit

AMD Phenom II X3 720 2.8GHz

GeForce 9800 GTX/9800 GTX+

4 GB RAM

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Also how do you alter your shader settings, if no mat file is generated and there is no indication of what it should be?

 

 

?? I write most of my own material files by hand ... if you dont know how then there is the wiki, the forum (via the search function) .. Icares ADN or indeed the material editor included in the SDK .. or GenMat.exe for real basic ones ...

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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?? I write most of my own material files by hand ... if you dont know how then there is the wiki, the forum (via the search function) .. Icares ADN or indeed the material editor included in the SDK .. or GenMat.exe for real basic ones ...

 

Okay thanks for your help. I have a fair idea of how to write them, as I learned that recently after messing around with ADN, but until you said that I didn't know what file to put them in, as UU3D gives no indication.

 

As a beginner earlier this year, I had no idea of what to do using these "instructions" for UU3D, which don't say anything at all really:

 

http://www.leadwerks.com/wiki/index.php?title=Unwrap3D_GMF_Exporter

 

Unwrap3D GMF Exporter

From Leadwerks Developer Wiki

Jump to: navigation, search

 

UU3D can import all the formats found here. The gmf export plugin (if it's not already installed) can be found here under "Third Party Plugins" by choosing:

 

Plugin: Leadwerks Engine GMF

 

and your product, then pressing the "Download" button. Refer to the readme.txt found in the downloaded archive for further directives.

 

So I didn't bother with UU3D after that.

Win 7 Pro 64 bit

AMD Phenom II X3 720 2.8GHz

GeForce 9800 GTX/9800 GTX+

4 GB RAM

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Hi Davaris, looks like MG already pretty much sorted you out with regards to the export options. The other thing I tend to use UU3D for is the scaling and you need to be a little careful with which scaling functions you use. If your scaling animated meshes then you need to do the following as already indicated by Rick:

 

Select->All

3D Tools->Modifiers->Scene->ScaleTo

 

Using the other (non scene based) scaling functions work for static meshes but not for animations as they don't scale the bones.

 

You need to use the move function afterwards to re-centre the model, again from the scene menu if moving animated meshes.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Thanks for that Pixel. I haven't tried importing an animated mesh yet. Hopefully your instructions will save me some grief later on. :blink:

 

What would be helpful is a FAQ sticky at the top of this sub forum to help new people with things like this.

Win 7 Pro 64 bit

AMD Phenom II X3 720 2.8GHz

GeForce 9800 GTX/9800 GTX+

4 GB RAM

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