Hey can I see how it looks with just the head on the body? I know you pmed me just the hair but Im just wondering how the head looks standalone as well.
This set is awesome! The bottom row of eyes look a little small though, It's like they are squinting. Maybe you should either make the eyes bigger or lessen the width.
Hey GhostDetector, thanks for pointing that out, I enlarged them a bit. So here's some bakes with flat colors. Not sure how much I'll be able to get done this weekend but thought I'd update the thread.
At first I was skeptical, but now I like it a lot. Good work. Just one question: how did you add the glow to the sword? I did two Juggernaut swords and failed to make them glow.
Thanks KatArt! But he's not a chicken, he's a tengu, a mythical Japanese bird creature Thought I would post a shot of the rig as well. I'll be moving on to animations soon. Quick question, is there a minimum/maximum number of frames an animation has to be? It looks like the spawn should be no more than 30 but what about everything else?
Hey guys I'm trying to import my courier just to make sure the rig is working properly and I get an error saying that there is no mesh info in the FBX yet when I open it in maya it looks fine. There's no animation on the mesh since I'm just testing before I get too far so each animation slot is just the lod1 FBX. Odd thing is, the animations seem to compile correctly in the log but the error pops up when it tries to compile the mesh files themselves. Any help?
i have many troubles with import. i try to use SMD format and get good results. u must export ur cur in 1st smd with "reference" model (courier+rigging). and 2nd smd must have animation (u can convert only bones)
but your rigging can converting in SMD with errors.. i'm not shure. i'm use standart bones in Max
Thanks KatArt! But he's not a chicken, he's a tengu, a mythical Japanese bird creature Thought I would post a shot of the rig as well. I'll be moving on to animations soon. Quick question, is there a minimum/maximum number of frames an animation has to be? It looks like the spawn should be no more than 30 but what about everything else?
As far as the framecounts go, the only two that matter are the spawn and death. The spawn should be ~30 frames, but I have gotten away with doing it a bit longer. But don't go crazy with it. And as far as the death, after about ~10 seconds the courier starts to despawn, so any death longer then ~10 seconds becomes a waste.
Your runs, idles, etc, can be as long as you want. My normal idles usally range in the 350-500 framecount.
Hey guys I'm trying to import my courier just to make sure the rig is working properly and I get an error saying that there is no mesh info in the FBX yet when I open it in maya it looks fine. There's no animation on the mesh since I'm just testing before I get too far so each animation slot is just the lod1 FBX. Odd thing is, the animations seem to compile correctly in the log but the error pops up when it tries to compile the mesh files themselves. Any help?
This might sound silly, but check your fbx version, I had a very similar issue when I was using anything other then 2009. It might be as simple as that. How are you exporting the LODs?
Also, the courier looks really awesome, I can't wait to see your animations!
@Andrew: Thanks for the info on animation length, I didnt know there werent any restrictions other than the spawn.
As for the FBX info, I've been using the same FBX version as I have with my other items. I'll have to double check and see which one it is specifically.
As for exporting the LODs I'm just selecting the mesh and exporting, same as always, no baked animations (since there aren't any yet, but when I do export animations am I supposed to bake or not?)
Am I supposed to select the skeleton as well?
It's just weird that the importer apparently reads the animations correctly but has trouble with the LODs even though they're the same file.
However one thing that instantly jumped at me when seeing the screenshot above is that the colors might be too saturated, according to the Art Guide. Just something to keep in mind ...
Now of course rules can always be broken - seing the asset in game will be the real true test !
Thanks for reminding me about that Pior! When I get this guy in game I'll definitely make sure he's not too saturated.
Andrew, ahaha should have known. Exporting the skeleton with the mesh must be specific to couriers/wards/NPCs then?
mmmmm, I've always needed to export the skeleton with the mesh for items though.
I've had a similar error before, but mine was due to an error which prevented Maya from exporting the mesh, leaving the fbx with nothing but a rig. The problem was solved by removing all non-deformer history (as the error log suggested). After that everything worked properly.
I never tried opening those fbx files in maya though, so your issue might be a different one.
Ok so some developments. I've got two issues. And I checked and I'm using FBX 2012 but I havent had any issues with it before unless couriers don't like this version of the exporter
One. So I re-exported the meshes with the skeleton but got a compiler error that there were too may skin weights per vert, max of 3 is allowed that I know. Though I'm pretty sure I set max influences to 3 when I skinned it. But when I use "Set Max Influences" to 3 under edit smooth skin it resets all the weights.
Two. I've imported the new file, which should have 3 as max influences, I import it but get this as the only red-flag everything else compiles:
Compiling QC: models\items\courier\0x035bfcf2\tengugugugug\tengugugugug.qc
Geometry file "C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\tengu_LOD1.fbx" contains no polygon data.
- Make sure you've included mesh geometry in your export from your 3D package.
- Compilation successful.
Compiling MDL: models\items\courier\0x035bfcf2\tengugugugug\tengugugugug.mdl
CTargetMDL::Compile Failed - c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\courier\0x035bfcf2\tengugugugug\tengugugugug.mdl
Arrghghg am I dumb or something? I'm close to asking someone else to dig around in the file and see if they can find any flaws
I came across your error today whilst working on my warlock golem! Both errors even, first the descriptionless error, and then the no polygon data one. Managed to solve it thankfully.
For me, have geometry in the animation files gave me the no polygon data error. Replacing those with a static skeleton with no animation allowed me to compile.
Having more than 52 bones in the skeleton and animations seemed to give me the descriptionless error. This also happened when the skeletons I imported for the geometry and animations were different, so I'm not 100% sure which was the issue. However once I'd made sure all the skeletons were identical, and removed enough bones that I was under the 52 bone limit, everything compiled properly.
Thanks Snowstorm, I'll have to try that later because I know my animation files(the same as the LOD files) do have the mesh in them. Which probably explains EVERYTHING, hopefully
About the 52 bones, I'm going to guess that means the entire skeleton, IK and FK, even if IK is turned off? Guess that means I'll have to redo the rig.....?
HUZZAH!!!! He finally compiled correctly! Thanks to Snowstorm's suggestions he's finally in! I had to get rid of some bones apparently, but I hope I didn't destroy the rig by doing so. I'll probably have to go in an re-skin it anyway and assess the damage. But hopefully I can get started on the animations soon!
Taking a little break from my courier and moved on to a couple concepts for Disruptor since he is severely lacking in the epic manly beard department. Both concepts are up for grabs
Replies
I gave you some thumbs
http://steamcommunity.com/sharedfiles/filedetails/?id=159415626&searchtext=
Jade Horns of the Sacred Beast by Murderface626
Also working on a Juggernaut set, concept by Pipotchi. The sword is about done and the other items are roughed in. Excuse the lumpy poop fur
http://steamcommunity.com/sharedfiles/filedetails/?id=177090487
@Vayne, actually while there is a custom particle import option, it doesnt actually work.
Came out great! The mask and hair is quite dramatic
but your rigging can converting in SMD with errors.. i'm not shure. i'm use standart bones in Max
As far as the framecounts go, the only two that matter are the spawn and death. The spawn should be ~30 frames, but I have gotten away with doing it a bit longer. But don't go crazy with it. And as far as the death, after about ~10 seconds the courier starts to despawn, so any death longer then ~10 seconds becomes a waste.
Your runs, idles, etc, can be as long as you want. My normal idles usally range in the 350-500 framecount.
This might sound silly, but check your fbx version, I had a very similar issue when I was using anything other then 2009. It might be as simple as that. How are you exporting the LODs?
Also, the courier looks really awesome, I can't wait to see your animations!
52 Bones. Covered in technical guidelines for NPCS.
As for the FBX info, I've been using the same FBX version as I have with my other items. I'll have to double check and see which one it is specifically.
As for exporting the LODs I'm just selecting the mesh and exporting, same as always, no baked animations (since there aren't any yet, but when I do export animations am I supposed to bake or not?)
Am I supposed to select the skeleton as well?
It's just weird that the importer apparently reads the animations correctly but has trouble with the LODs even though they're the same file.
However one thing that instantly jumped at me when seeing the screenshot above is that the colors might be too saturated, according to the Art Guide. Just something to keep in mind ...
Now of course rules can always be broken - seing the asset in game will be the real true test !
Hope this helps !
Yes, you need both the mesh and skeleton exported together.
Andrew, ahaha should have known. Exporting the skeleton with the mesh must be specific to couriers/wards/NPCs then?
I believe so. Hopefully that solves all your problems!
couriers/ward/npcs all share the same requirement and are treated the same.
mmmmm, I've always needed to export the skeleton with the mesh for items though.
I've had a similar error before, but mine was due to an error which prevented Maya from exporting the mesh, leaving the fbx with nothing but a rig. The problem was solved by removing all non-deformer history (as the error log suggested). After that everything worked properly.
I never tried opening those fbx files in maya though, so your issue might be a different one.
One. So I re-exported the meshes with the skeleton but got a compiler error that there were too may skin weights per vert, max of 3 is allowed that I know. Though I'm pretty sure I set max influences to 3 when I skinned it. But when I use "Set Max Influences" to 3 under edit smooth skin it resets all the weights.
Two. I've imported the new file, which should have 3 as max influences, I import it but get this as the only red-flag everything else compiles:
Compiling QC: models\items\courier\0x035bfcf2\tengugugugug\tengugugugug.qc
Geometry file "C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\tengu_LOD1.fbx" contains no polygon data.
- Make sure you've included mesh geometry in your export from your 3D package.
- Compilation successful.
Compiling MDL: models\items\courier\0x035bfcf2\tengugugugug\tengugugugug.mdl
CTargetMDL::Compile Failed - c:\program files (x86)\steam\steamapps\common\dota 2 beta\dota\models\items\courier\0x035bfcf2\tengugugugug\tengugugugug.mdl
Arrghghg am I dumb or something? I'm close to asking someone else to dig around in the file and see if they can find any flaws
Take a look at Spud's post in this thread: http://www.polycount.com/forum/showthread.php?t=120749
Which lists possible ways to prevent the error, some of them might help.
For me, have geometry in the animation files gave me the no polygon data error. Replacing those with a static skeleton with no animation allowed me to compile.
Having more than 52 bones in the skeleton and animations seemed to give me the descriptionless error. This also happened when the skeletons I imported for the geometry and animations were different, so I'm not 100% sure which was the issue. However once I'd made sure all the skeletons were identical, and removed enough bones that I was under the 52 bone limit, everything compiled properly.
Hopefully something here helps!
About the 52 bones, I'm going to guess that means the entire skeleton, IK and FK, even if IK is turned off? Guess that means I'll have to redo the rig.....?