Forum: Vizard
03-11-2014, 10:41 AM
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Replies: 2
Views: 19,334
The mesh issue looks like unskinned verticies....
The mesh issue looks like unskinned verticies. Make sure that every vertex has a bone weight on top of it and that you don't have any modifiers above Skin.
For the texture issue, make sure each...
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Forum: Vizard
02-06-2014, 12:08 PM
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Replies: 2
Views: 21,515
OpenSceneGraph is Vizard's native format, so...
OpenSceneGraph is Vizard's native format, so using it is always going to be advantageous over a general format like FBX or Collada. We develop the Max plugin for OSG, so we can fix bugs and add...
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Forum: Vizard
09-17-2013, 06:45 PM
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Replies: 1
Views: 33,820
Hi dproeder,
Transparency: Check whether...
Hi dproeder,
Transparency: Check whether your baked textures have an alpha channel. Alpha is automatically picked up by Vizard as transparency when used as a diffuse texture. If this is the case,...
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Forum: Vizard
06-14-2013, 01:34 PM
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Replies: 1
Views: 54,007
Hi Patrick,
Generally yes, but it's...
Hi Patrick,
Generally yes, but it's also possible to use a manually created channel or modify the automatic unwrap result.
The automatic unwrap defaults to channel 3, but this can be...
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Forum: Vizard
06-05-2013, 05:12 PM
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Replies: 7
Views: 28,965
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Forum: Vizard
06-03-2013, 11:54 AM
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Replies: 7
Views: 28,965
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Forum: Vizard
05-31-2013, 12:44 PM
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Replies: 7
Views: 28,965
Hi nkinerd,
This can be caused by a few...
Hi nkinerd,
This can be caused by a few different things, usually related to the bitdepth of the texture or the texture output settings. If you post a copy of your texture, I can tell you if...
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Forum: Vizard
05-24-2013, 10:26 AM
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Replies: 1
Views: 25,230
There are several things that could be causing...
There are several things that could be causing this, but it is most likely either something going on with your materials or smoothing groups. I'd also turn off the "use indicies" settign in the OSG...
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Forum: Vizard
05-21-2013, 03:27 PM
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Replies: 2
Views: 24,410
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Forum: Vizard
03-13-2013, 08:39 AM
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Replies: 2
Views: 19,896
Hi tgoulart,
What's going on here is that...
Hi tgoulart,
What's going on here is that cal3d can store keys for position and rotation but does not currently have a way to directly store or use the tangent data needed to control the...
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Forum: Vizard
02-27-2013, 11:35 AM
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Replies: 3
Views: 30,581
Hi Jfenster,
You may be doing something wrong...
Hi Jfenster,
You may be doing something wrong in your export process. Your screenshot looks similar to what tends to happen when a mesh is loaded onto an incorrect skeleton. You may also have a typo...
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Forum: Vizard
02-27-2013, 11:27 AM
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Replies: 3
Views: 33,024
To clarify, the VCCHD set has expressions and...
To clarify, the VCCHD set has expressions and phoneme pose files (both in .bip and .cpy) that can be loaded onto the skeletons in Max. As of this moment they are not currently part of the exported...
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Forum: Vizard
02-27-2013, 11:03 AM
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Replies: 4
Views: 23,314
Hi Fabioped.
This happens because you are...
Hi Fabioped.
This happens because you are attempting to export a mesh (in this case, the bone geometry) that doesn't have a material assigned. If the bones are not intended to be visible in the...
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Forum: Vizard
02-27-2013, 10:27 AM
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Replies: 3
Views: 33,024
Hi Frank,
Our characters are not currently...
Hi Frank,
Our characters are not currently set up with phonemes included, though these could be created either as morph targets or with the included facial bones.
Third-party programs exist for...
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Forum: Vizard
01-29-2013, 10:29 AM
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Replies: 4
Views: 22,462
Hi Tokola,
I'd recommend doing animated UVs...
Hi Tokola,
I'd recommend doing animated UVs in Max instead of doing them through code. It will be easier and give you more control.
First, make sure your exporter is up to date (and probably...
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Forum: Vizard
01-03-2013, 03:02 PM
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Replies: 12
Views: 55,384
Hi Jaap,
Wall:
■ Setting the exporter to...
Hi Jaap,
Wall:
■ Setting the exporter to DXT1 does appear to be converting alpha channels to 1 bit alpha instead of discarding them, which is odd. The compression ratio still appears to be...
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Forum: Vizard
01-02-2013, 10:29 AM
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Replies: 12
Views: 55,384
Hi JvdBosch,
I took a look at the files in...
Hi JvdBosch,
I took a look at the files in your model.
■ Tree Lines: Tiling is the cause of the lines appearing on the trees, though I see I wasn't very clear in my previous post what part of...
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Forum: Vizard
12-19-2012, 05:31 PM
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Replies: 12
Views: 55,384
The edge problem with the tree is happening...
The edge problem with the tree is happening because you have tiling disabled on the diffuse and alpha textures. Anything beyond the 0-1 UV range becomes white by default.
This can be fixed by:
■...
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Forum: Vizard
12-19-2012, 05:14 PM
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Replies: 12
Views: 55,384
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Forum: Vizard
12-19-2012, 04:13 PM
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Replies: 12
Views: 55,384
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Forum: Vizard
09-25-2012, 04:26 PM
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Replies: 4
Views: 24,509
Hi JDE,
Yes, in this case someone would need...
Hi JDE,
Yes, in this case someone would need to write a shader. If you have someone there experienced with C++, they'd be a good choice for the task. Off the top of my head I don't know of a...
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Forum: Vizard
09-18-2012, 12:32 PM
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Replies: 4
Views: 24,509
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Forum: Vizard
05-18-2012, 09:17 AM
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Replies: 9
Views: 57,946
Hi Felix. If the scene is exporting to an...
Hi Felix. If the scene is exporting to an incorrect size despite turning on the conversion, the Max file itself may be out of scale. Create a box, set the height to 2 meters, and place it next to a...
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Forum: Vizard
04-30-2012, 02:08 PM
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Replies: 16
Views: 90,807
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Forum: Vizard
04-30-2012, 02:05 PM
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Replies: 16
Views: 90,807
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