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Search: Posts Made By: Veleno
Forum: Vizard 03-11-2014, 10:41 AM
Replies: 2
Views: 19,334
Posted By Veleno
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...
Forum: Vizard 02-06-2014, 12:08 PM
Replies: 2
Views: 21,515
Posted By Veleno
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...
Forum: Vizard 09-17-2013, 06:45 PM
Replies: 1
Views: 33,820
Posted By Veleno
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,...
Forum: Vizard 06-14-2013, 01:34 PM
Replies: 1
Views: 54,007
Posted By Veleno
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...
Forum: Vizard 06-05-2013, 05:12 PM
Replies: 7
Views: 28,965
Posted By Veleno
Seems like I'll need to take a look at your...

Seems like I'll need to take a look at your source files to solve the problem.

Go ahead and zip up a set of files that reproduces the problem and upload it here...
Forum: Vizard 06-03-2013, 11:54 AM
Replies: 7
Views: 28,965
Posted By Veleno
Your texture itself looks pretty normal, so it's...

Your texture itself looks pretty normal, so it's most likely your image output settings affecting the export in an undesirable way.

First off, go ahead and grab the most recent version of the...
Forum: Vizard 05-31-2013, 12:44 PM
Replies: 7
Views: 28,965
Posted By Veleno
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...
Forum: Vizard 05-24-2013, 10:26 AM
Replies: 1
Views: 25,230
Posted By Veleno
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...
Forum: Vizard 05-21-2013, 03:27 PM
Replies: 2
Views: 24,410
Posted By Veleno
Hi Dproeder, The information in Jeff's link is...

Hi Dproeder,
The information in Jeff's link is mostly aimed at users new to realtime graphics. It sounds like you already know what you're doing.

The workflow for Vizard is the same as what...
Forum: Vizard 03-13-2013, 08:39 AM
Replies: 2
Views: 19,896
Posted By Veleno
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...
Forum: Vizard 02-27-2013, 11:35 AM
Replies: 3
Views: 30,581
Posted By Veleno
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...
Forum: Vizard 02-27-2013, 11:27 AM
Replies: 3
Views: 33,024
Posted By Veleno
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...
Forum: Vizard 02-27-2013, 11:03 AM
Replies: 4
Views: 23,314
Posted By Veleno
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...
Forum: Vizard 02-27-2013, 10:27 AM
Replies: 3
Views: 33,024
Posted By Veleno
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...
Forum: Vizard 01-29-2013, 10:29 AM
Replies: 4
Views: 22,462
Posted By Veleno
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...
Forum: Vizard 01-03-2013, 03:02 PM
Replies: 12
Views: 55,384
Posted By Veleno
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...
Forum: Vizard 01-02-2013, 10:29 AM
Replies: 12
Views: 55,384
Posted By Veleno
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...
Forum: Vizard 12-19-2012, 05:31 PM
Replies: 12
Views: 55,384
Posted By Veleno
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:
■...
Forum: Vizard 12-19-2012, 05:14 PM
Replies: 12
Views: 55,384
Posted By Veleno
The above code has a typo - lines 12 and 13 say...

The above code has a typo - lines 12 and 13 say "transModel" instead of "tranModel", so be sure to fix that if you try it out.
Forum: Vizard 12-19-2012, 04:13 PM
Replies: 12
Views: 55,384
Posted By Veleno
With the brick wall texture, what format are you...

With the brick wall texture, what format are you using? The transparency seems texture-based, so it is most likely something wrong with the texture itself. Bring the image in photoshop and check for...
Forum: Vizard 09-25-2012, 04:26 PM
Replies: 4
Views: 24,509
Posted By Veleno
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...
Forum: Vizard 09-18-2012, 12:32 PM
Replies: 4
Views: 24,509
Posted By Veleno
Hi Jde, This kind of effect is possible in...

Hi Jde,

This kind of effect is possible in Vizard, but requires the use of custom GLSL shaders.
Forum: Vizard 05-18-2012, 09:17 AM
Replies: 9
Views: 57,946
Posted By Veleno
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...
Forum: Vizard 04-30-2012, 02:08 PM
Replies: 16
Views: 90,807
Posted By Veleno
I've attached the Max file, the Vizard export...

I've attached the Max file, the Vizard export (.ive) and the .tif version of the baked map.
Forum: Vizard 04-30-2012, 02:05 PM
Replies: 16
Views: 90,807
Posted By Veleno
Hi JDE. I've taken a look at your model. Chris,...

Hi JDE. I've taken a look at your model. Chris, since you're using Vray, I have some tips for you as well.

At a glance, the problem look to be related to baking with Alpha and overlaping UVs. If...
Showing results 51 to 75 of 148

 
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