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bone animation constraints trouble


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After the burn in; are the bones and solvers still present? Or can they be deleted?

 

Great work RedBeard

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I keep the IK solvers and bones in case I need to make updates.

 

Sorry I wasn't clear; I meant before the export to edm. :thumbup:

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Why not keep them for export, or better yet, why bother with the burn in? If the bones are animated and the parts linked, why burn them into the parts? If you have to adjust the animations later, you have to re-burn them in. So just keep the animations on the bones, give the model a bounding box and export. Saves a step methinks. :)

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  • 6 months later...

Great set of tutorial videos RedBeard2.

 

I am running into an issue when adding a skin to a part which is crashing the export to EDM (as many have).

I can get the bones and linkage type animations to export no problem (used the bounding box) but its a no go once a skin is added.

I know skin export has been an issue for awhile now but with 1.2.9, I see there is a Reaper AI EDM in the sim which when viewed in Modelviewer has what appears to be a gear suspension movement arg 6 which has the appearance of a skin over the gear leg. It has a very smooth flexing appearance to it.

So, either the skin now has some unique trick to getting it to work out there or a very nice work around has been found.

Can anyone offer some help on getting this argument based movement to work like the reaper leg?

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Well done..video's wow

 

Hey RedBeard2

 

Nicely explained video tutorials...as a novice and I do mean novice I sort of really understood what you were correcting..wow..many thanks...

 

:thumbup::thumbup::thumbup::thumbup::thumbup: wow 5 thumbs up outstanding..

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  • 11 months later...

follow the tutorial and tried to save as EDM.

But an error message came out.

Error message: error: The bone 'Bone001' is unused .. File: .build \ x86_64 \ vc120.release \ Utils \ NGModel_MaxPlugins \ 2014 \ Exporter \ EDModelExporter.cpp: 362.

What is the problem?

Please help me.

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  • 1 month later...

Sorry, didn't see this reply. Things have changed in the exporter. When you export, the exporter will fail (not just warn) of any bones that don't have objects attached to them.

 

It used to be ok to just create a dummy for the IK bones and link the dummy to the bone. However, somewhere in the last year or so, the exporter got "smarter" and now checks that the linked object is a mesh that has a material applied to it. This has made the process a lot more tedious for those of us using IK as we now have to create dummy planes with a material applied for each IK bone and then figure out how to make the dummy plane invisible.

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  • 4 weeks later...

Hey, I just wanted to say thanks for all, it's been a tremendous help !

 

A little thing to correct in the guide though :

In your guide, it's written : TYPE = “bounding_box”;

However, the correct syntax is : TYPE = "bounding_box";

 

The almost unnoticable different is the "" instead of “” (maybe due to the italics ?). Without the correction the export is impossible.

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