Export Error for G5 Chatacter

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Export Error for G5 ChatacterExpand / Collapse
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Posted 1/3/2012 2:05:58 AM


Tutor

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Mike I agree with You. I think that it'll be better if in non-standard situation plug-in will not stop exporting process with "Fatal Error.." but just give some sort of Warnings.

Vit

Post #107870
Posted 5/31/2012 6:31:47 AM
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hi ,

I started working on iclone g5 template from 3 days to create my custom charecter in 3DS MAX using ICLONE5 PLUGIN.

As a trail i just taken a duplicate mesh of existing g5 template and then just adjusted the shape of few vertices and created a my custom body parts with same number of vertices and polygons.

Then i followed the the whitepaper provided by reallusion to create custom g5 charecters in 3ds max.

http://developer.reallusion.com/whitepaper/g5_character/default.html

I named the the body parts and connecting edges properly,i also did skinning properly..

every thing was done according to the whitepaper and the custom character was working fine in 3ds max without any errors.

when i completed the whole process and tried to export the character according to the guidelines provided by whitepaper

http://developer.reallusion.com/whitepaper/g5_character/default.html

i am getting an error showing.......

critical errors...

{invalid bone hierarchy

"RL_L_Foot should have child bone "RL_L_Foot 01_Floor02"

needs material named "RL_Skin "for "RL_Face " object

needs material named " RL_Cavity " for "RL_Face" object

warnings...

missing vertex named selection sets :

connection01 in "RL_Upper" object

connection05 in "RL_Upper" object

connection06 in "RL_Upper" object

connection020 in "RL_Upper" object

connection01 in "RL_Face" object }



i don't understand why this error repeats again and again even though i am following the whitepaper so perfectly.

i have already seen few replays for similar kind of errors that it might be because of wrong naming, but i named them perfectly.

could anyone please say me a solution
or
provide me a better document for this process,

if possible any video tutorial, because the white paper looks a bit confusing for me in few aspects.














Post #124286
Posted 5/31/2012 8:16:35 AM


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I am not an expert on this as I am quite new to character creating but this might help you.

You say

"RL_L_Foot should have child bone "RL_L_Foot 01_Floor02"

This could be that the floor contact had not been selected when you exported your Character

needs material named "RL_Skin "for "RL_Face " object   needs material named " RL_Cavity " for "RL_Face" object

Check the materials are applied to the face in the Materials editor.


missing vertex named selection sets :

This is probably due to Mesh Select not being applied in the stack above Skin.

    

Post #124301
Posted 5/31/2012 8:31:53 AM
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thanks for replying..

i dont undestand what do u mean by floor contact.
and i also could not able understand what do u mean by "Mesh Select not being applied in the stack above Skin"
could u please explain me.

the namings convensions are perfect,but still it shows the error.

and i need a favor,

if u have gone through this process of character creation and exported successfully, could you please explain me the process.
Post #124305
Posted 5/31/2012 9:24:23 AM


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Hi As I said to you in my first reply I am no expert. If you are following the Developers whitepapers the things I have mentioned you will see listed in the various sections.

It was following the same whitepapers that help me create my first Avatar so I cannot assist you any more I am sorry to say.

Just keep trying it took me several attempts to get things clear in my mind what I had to do.

    

Post #124306
Posted 5/31/2012 12:02:10 PM
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eswarkumar.borra (5/31/2012)

i dont undestand what do u mean by floor contact.

eswarkumar.borra (5/31/2012)

and i also could not able understand what do u mean by "Mesh Select not being applied in the stack above Skin"

More Connection Sets:

Hope This Helps!

Post #124322
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