02-11-2012, 02:59 PM
Hi guys.
I'm trying to figure out how to successfully export a rigged model (with skeletal animation) from a 3ds Max scene to a dae file. I know Max can be a bit problematic when it comes to this, and I know most of you are using Maya, or Blender, but my question is not really 3d package-specific.
I tried my best to follow the rules found in various tutorials, but I might have missed something. Basically, when I assign the animation file in model editor, and then try to test it, the engine crashes, and the first function in the stack trace (the one that apparently crashed) is "hpl::cBinaryBuffer::AddString()"...
Now, I know this requires in-depth knowledge of the engine source code, but maybe you can still help me: the stack trace leads me to believe that there could be some naming convention to be used for the mesh or the bones - so, is there?
Or should I be able to name the objects in the scene whatever I see fit?
Meanwhile, I'll try to find out more. Thanks in advance for any kind of help.
I'm trying to figure out how to successfully export a rigged model (with skeletal animation) from a 3ds Max scene to a dae file. I know Max can be a bit problematic when it comes to this, and I know most of you are using Maya, or Blender, but my question is not really 3d package-specific.
I tried my best to follow the rules found in various tutorials, but I might have missed something. Basically, when I assign the animation file in model editor, and then try to test it, the engine crashes, and the first function in the stack trace (the one that apparently crashed) is "hpl::cBinaryBuffer::AddString()"...
Now, I know this requires in-depth knowledge of the engine source code, but maybe you can still help me: the stack trace leads me to believe that there could be some naming convention to be used for the mesh or the bones - so, is there?
Or should I be able to name the objects in the scene whatever I see fit?
Meanwhile, I'll try to find out more. Thanks in advance for any kind of help.