The skin is not following the bones

The skin is not following the bones

teki-kozle
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Message 1 of 12

The skin is not following the bones

teki-kozle
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Hello everybody, I think this is my first thread.I got a really serious problem (for me) and I'm really nervous, so someone of you I'm sure can help me and nicely explain to me.I tried so much methods but nothing is working for me.By the way, I'm scenery developer for Microsoft Flight Simulator and Lockheed Martin Prepar3D.I'm trying to make animated human for 2 weeks, I'm stucked on this step now.I'm not sure why the human's skin is not following the bones.Is the problem with skin weights or what I dont understand, here is my model, somebody can do skin weight for me just for example? (IF IS POSSIBLE! please make a video or some screenshots how do you make it, becouse noone of the videos on youtube is helping me) Thank you in advance!

https://mega.nz/#!gsw01JjZ!fKe4iEIodWvCoy2goJOPy1DaDTpUo27Xhnat8NpMnnM

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Message 2 of 12

ads_royje
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Hi,

 

just got your scene opened, and played.

I see your skinned mesh following the biped properly with no issue.

 

Do you have any errors on your side when you launch Max, like this one ?

https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/COM-Er...

 

Message 3 of 12

teki-kozle
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In 3ds max it works okay but on export not in the game the character is not moving in the export program for flight simulator the bones are only going with the animation without the skin
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Message 4 of 12

teki-kozle
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Apsolutely like in the video when you select editable mesh but ingame or exporter program for fs..
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Message 5 of 12

ads_royje
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Ho! Sorry I did not catch that it was in your game engine.

 

You are using fbx as your import format in the game engine ?

If that is the case, the first thing I would check is the validity of the exported fbx

The easiest way to do so is the use fbx review

http://www.autodesk.com/products/fbx/fbx-review

 

If the file plays well in fbx-review, the issue would be on the importer in the game engine.

If the file does not play well in fbx review, this would be related to the max fbx plug-in.

A first thing to do would be to make sure you have the latest Service Pack for Max 2017,

http://area.autodesk.com/blogs/max-station/n326-service-pack-3-for-3ds-max-2017-is-available

 

 

If the game engine has its own format exported from 3ds Max. That would be to be looked at from the game engine side.

 

 

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Message 6 of 12

teki-kozle
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Directx .X plugin
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Message 7 of 12

teki-kozle
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I set the skin weights correctly and does not work..Help me please!

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Message 8 of 12

teki-kozle
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Friends told me that I have to convert the biped to bones and it will work? Will it?
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Message 9 of 12

ads_royje
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That is possible that it could, depending on the exporter.

 

You can try 2 things if it's looking for 'bone'

 

1 Setting a flag bone On :

. Select all biped object, not the deforming mesh, just the biped objects

. 3ds max Main menu bar : Animation > Bone Tools > Object Properties rollout >  Bone Properties >  Set [x] Bone On

 

This add the 'bone' flag.

You can try the export animation with that, hopefully it is just looking for the bone flag.

 

If that does not do it, it may be looking for bone base object.

 

2 You can 'convert' the scene from biped objects to bones via the fbx export import.

When exporting to fbx, this would switch biped objects to bone objects.

. from 3ds Max icon (top left corner) Export > Export > in the dropdown list choose .fbx

. in the fbx UI > Aimation > Bake Animation > Set On

. save the file on your drive.

. reset max to a new scene

. from 3ds Max icon (top left corner) > Import the fbx file 

. in the Import fbx UI > Include > Animation > Bone Creation > Bone Conversion > pick in the drop down list [Leave as bones]

. import back in max

Now all biped objects are bone objects.

You can try exporting that way.

 

Hope that can help! 🙂

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Message 10 of 12

teki-kozle
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When I try to export the file after importing 3ds max is crashing when I try to export with animations, without animation it works.
About the first method, is it the same result as fbx export/import? I have no time to check it.Thank you so much anyway.
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Message 11 of 12

ads_royje
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Hi,

 

Not sure I understand the crash conditions 😞

 

About the first method, no it is not the same as the fbx export/import.

In the first method, it adds a "bone" flag to objects, but does not change the base objects, the are still biped objects.

 

The second method, because it goes through the .fbx file format, it has to change the base object from biped to bones so it can work in any other software that supports .fbx file format (Like Motion Builder, Maya, Unity, Unreal engine, Crytek, etc..)

When re-importing the .fbx file in 3ds Max, these also now become as bone base objects.

 

Looking at the file again, another issue that the dx exporter may have, could be related to the biped footsteps objects that are present in the scene.

That may happen with external exporters that are not aware of all software specification.

This can also be corrected in Max on the biped rig. 

. in motion panel with any biped object selected

> Biped rollout > Convert ... (the icon that looks like a recycling icon)

That bakes the footsteps into keys. The exporter may be fragile to that. Fbx file format bakes that on export with no issue.

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Message 12 of 12

teki-kozle
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Yeah it does, but when reimport and export as .X 3ds max is crashing...will it be the same results as the export, import fbx principe? I mean the other way you gave to me using biped rollout -> convert.
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