3rd Party Models/Media Chat / Anyone remember why this happens?

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3com
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Posted: 31st Aug 2019 04:54 Edited at: 31st Aug 2019 04:57
Hi guys
I remember seeing cases like this before, but I can't remember what was happening.
The model still needs work and textures too, but I only plan to do it if it's worth it, that is, if I get the model talking, in GG.

The model in 3ds max



The X file in Assimp viewer



GG directly doesn't show me anything at the end of the mouse pointer, when I try to place the model on the map.
And there is no conflict of names, or texture.
I must add that the model is made in Character Creator (Reallusion) and applied the animation to speak, via Morph, and animated in 3ds Max.

Anyone remember why this was happening?
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Gtox
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Posted: 31st Aug 2019 05:34
I think that the affected vertices are not assigned to a bone.
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Belidos
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Posted: 31st Aug 2019 06:36
Try importing it into fragmotion and then exporting it back out again. That's how I fix similar issues I have with characters I've made, it's something to do with bone weighting and zeroing, a lot of .x exporters In modelers don't handle it very well but fragmotion seels to have almost perfect .x exporters.

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3com
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Posted: 31st Aug 2019 08:20
@ Gtox & Belidos
Thanks for feedbacks guys.

Never use fragmotion, in fact not familiar with, so I don't mind about it.
After yours tips, I've decided to try with, unfortunatelly with not to avail.

I've used option: bone>auto assing vertex> here I've tried: unassigned vertices and all vertices options.
Also tried exporting "as is" via fragmotion export, to file X.

maybe I've wrong some setting?

Notice the failure is like an extension of the bone called : CC_Base_BoneRoot as this bone what's the guilty.
Just really working on chars in deep, on this pack.




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Pirate Myke
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Posted: 31st Aug 2019 12:38
Try this in the FPE file.

skipfvfconvert = 1
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3com
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Posted: 31st Aug 2019 18:24
@ Mike
Quote: "Try this in the FPE file.
skipfvfconvert = 1"


I've tried bust without positive result. There is nothing at the end of the mouse pinter.

My fpe.



Thanks Mike for the tip.

I'm going to redone from scratch but it is a shame.
Although she believes that I have killed her brother, I like that woman, I know she is a difficult girl, but what are we going to do , life is very hard. LOL
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Pirate Myke
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Posted: 31st Aug 2019 19:30
You need to make sure the verts are weighted properly or you will get this fly off of the mesh from the bones.
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3com
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Posted: 31st Aug 2019 21:25 Edited at: 31st Aug 2019 21:26
Yes, you are right.
The strange thing is that I have weight all vertices turned on, in skin rollout.
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Gtox
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Posted: 1st Sep 2019 08:04
Selecting weight all vertices does nothing. You need to it manually. I found that sometimes with 3ds max vertices suddenly become unweighted for no obvious reason (if you click on the relevant bone, the unweighted areas become white). Once you start weighting the affected vertices, the colour of the other unweighted vertices returns, but don't be fooled - if you save the file then you can see the unweighted areas again - you have to do all of them manually.
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3com
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Posted: 1st Sep 2019 11:17
@ Gtox
Firts at all, thanks for the tip.

Quote: "Selecting weight all vertices does nothing. You need to it manually"


I did so, and at least I've missed some one vertex, it does not work in GG.
She is done in Character Creator (Reallusion) and exported as fbx file.
I've imported from Max as fbx.
Work the pose + facial animations via morph, till I get she telling: You kill my sister and you will pay for it.
In Max work fine, but it looks like CC chars being a bit tricky to get them ready for GG.
Working on another one, this time a biped from Max itself.
She is already animated and works in GG, althought she needs some tweaks yet.

Does GG support chars with facial/Lip motions?
Does GG supports chars with more than 2 chains on fingers?

CC Brings 3 chains, and the very bad is that you can't edit the skeleton, you can't decide how many fingers you want, or if you want not one.
I don't like that program, and the worst fbx file does not have the facial expression, and the pose.
Export in t-pose and without expressions. Maybe you are several time working the facial expression or a good pose, and you get nothing at final file.








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rolfy
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Posted: 1st Sep 2019 21:02 Edited at: 1st Sep 2019 21:13
There is a bone limit in GameGuru and that's the cause of those verts losing envelope attachment. You got all those fingers and toe bones along with what looks like a facial rig, facial rig may be fine if you get rid of all those excess bones, but you need to animate with that and not morphs. You cant export morph deformers from 3dsMax to animated models directly. You would need a way to read the morph files and play back in GG which isn't possible.

You might be best to use a cut scene for the talking part where you could get a better view of it and skip trying to play it in game where all that work isn't so obvious anyhow.
3com
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Posted: 2nd Sep 2019 16:19
@ rolfy
Quote: " You cant export morph deformers from 3dsMax to animated models directly. You would need a way to read the morph files and play back in GG which isn't possible."


You are right mate
I suspected something like that.
It is definitely not worth working on this model at the moment, if GG does not support facial animation via morph.
Thank you very much for the explanation Rolfy.
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