Silver_Dragon Posted January 29, 2014 Share Posted January 29, 2014 that very good, thanks Link to comment Share on other sites More sharing options...
RedBeard2 Posted January 29, 2014 Author Share Posted January 29, 2014 Part 2 on the HD IK Solver is now ready: Link to comment Share on other sites More sharing options...
-Rudel- Posted January 29, 2014 Share Posted January 29, 2014 After the burn in; are the bones and solvers still present? Or can they be deleted? Great work RedBeard https://magnitude-3.com/ https://www.facebook.com/magnitude3llc https://www.youtube.com/@magnitude_3 i9 13900K, 128GB RAM, RTX 4090, Win10Pro, 2 x 2TB SSD i9 10980XE, 128GB RAM, RTX 3090Ti, Win10 Pro, 2 x 256GB SSD, 4 x 512GB SSD RAID 0, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller i7 4960X, 64GB RAM, GTX Titan X Black, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD Link to comment Share on other sites More sharing options...
RedBeard2 Posted January 29, 2014 Author Share Posted January 29, 2014 I keep the IK solvers and bones in case I need to make updates. Link to comment Share on other sites More sharing options...
joey45 Posted January 29, 2014 Share Posted January 29, 2014 Awesome thanks. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
-Rudel- Posted January 30, 2014 Share Posted January 30, 2014 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: https://magnitude-3.com/ https://www.facebook.com/magnitude3llc https://www.youtube.com/@magnitude_3 i9 13900K, 128GB RAM, RTX 4090, Win10Pro, 2 x 2TB SSD i9 10980XE, 128GB RAM, RTX 3090Ti, Win10 Pro, 2 x 256GB SSD, 4 x 512GB SSD RAID 0, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller i7 4960X, 64GB RAM, GTX Titan X Black, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD Link to comment Share on other sites More sharing options...
Blaze Posted January 30, 2014 Share Posted January 30, 2014 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. :) i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10 "There will always be people with a false sense of entitlement. You can want it, you can ask for it, but you don't automatically deserve it. " Link to comment Share on other sites More sharing options...
aaron886 Posted January 30, 2014 Share Posted January 30, 2014 Last I heard about it, IK was not supported in EDM. Sounds like RedBeard might know something I don't though, so I'm interested to hear if baking (not burning, Blaze :P) the animations is necessary. Link to comment Share on other sites More sharing options...
RedBeard2 Posted February 1, 2014 Author Share Posted February 1, 2014 Heh, I gotta find some time for that last video since it appears that everyone is right. :-) Link to comment Share on other sites More sharing options...
RedBeard2 Posted February 4, 2014 Author Share Posted February 4, 2014 Here's (part of) the next video. I had to break it into two pieces because it was getting long. This will explain the basics. Link to comment Share on other sites More sharing options...
RedBeard2 Posted February 5, 2014 Author Share Posted February 5, 2014 Here's the last part in the series. Let me know if you see ways to improve this. Link to comment Share on other sites More sharing options...
snowbird2 Posted August 5, 2014 Share Posted August 5, 2014 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? Link to comment Share on other sites More sharing options...
Double_D Posted August 5, 2014 Share Posted August 5, 2014 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.. [TABLE][/url][sIGPIC]http://forums.eagle.ru/signaturepics/sigpic89949_15.gif[/sIGPIC][/Table] Recruiting for Aerobatic Team/Fighter Group... My Youtube channel Link to comment Share on other sites More sharing options...
pkm2002 Posted July 6, 2015 Share Posted July 6, 2015 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. Link to comment Share on other sites More sharing options...
RedBeard2 Posted August 17, 2015 Author Share Posted August 17, 2015 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. Link to comment Share on other sites More sharing options...
RedBeard2 Posted August 19, 2015 Author Share Posted August 19, 2015 I just posted an update to the Beginners Guide and now have a more elegant way to handle unused bone errors for IK bones. Put them in a hidden layer in 3ds Max and set the exporter option to not export hidden items. Link to comment Share on other sites More sharing options...
archimaede Posted September 16, 2015 Share Posted September 16, 2015 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. Community A-4E mod Link to comment Share on other sites More sharing options...
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