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- User Since
- Sep 10 2013, 5:02 PM (597 w, 8 h)
May 10 2016
I am getting this exact same issue. Like others, have completely deleted everything and reinstalled.
Each time after around 10-30 seconds, it crashes
Very frustrating as I am trying to develop a mod and this in my local dev enviroment. On another machine, I don't see this issue, but I cannot narrow down any differences at all.
Could you share a screen cap of the FBX import window when you import the animation? I think there might be a step missing or misunderstood from my side..
I tried to replicate your suggested workflow using A3_character_example.FBX and A2_animation_poses.fbx (so we have a common ground if need be and to rule out any mistakes that might be present in my mesh / skeleton / animation).
For the master scale I use 0.01 (as the units set for A3_character_example is centimetres when viewed in max).
I do the following...
- Import A3_character_example.FBX into max.
- Export via VM script
- File > Import > FBX > A2_animation_poses.fbx
- Use the following options http://puu.sh/73oqw.png
- Note: I also tried changing steps 1 & 2 to importing the FBX directly into o2 without animations or skeleton selected. Same again also with A3_character_example.P3D
Result: mesh disappears, as does all of the weights. Looks to me this is due to the import overwriting the current LOD (all the bones disappear from the property window), so I expect so.
Here is a short video of the import: https://www.dropbox.com/s/5oq9nilb4pbvloa/o2anim-import.avi
If you can help me nail down the process, I promise to neatly document and share with the forum and armaholic etc.
Also, sincere thanks for taking time out to respond!
ok, getting somewhere now. Will try and document some steps, when I am have it in game and I am sure of the process.
You know it really would help a lot if you guys could screenshot your fbx export settings and provide a friendly workflow for people to follow.
Its really tough sometimes chipping away at this by trial and error with no documentation to source.
ok, I think I get it now.
It does not matter that the mesh disapeers, o2 is simply being used a vessel to convert the fbx animation frame to rtm. You then load the ported rtm file against the model.
Will update with progress shortly.
Anyone have further progress with this?
From our tests it still looks to be broken.
seems to be specific to my environment.
weird, seems to be something to do with the mod I had loaded (model reskin), removing the -mod=@mymod flag cleared the error.
This can be closed now, sorry for false flag.