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Colonel_Klink
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Colonel_Klink
Posted 12 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K,
Visits: 7.7K
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Just a quickie that somebody might no the remedy for. On converting a model (prop) to fbx I have noticed that 3DS Max/3DXchange/Sketchup put a *rootnode* on every object when exporting. Has anybody else discovered this? If so how did you eliminate the problem? Thanks Bob
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Sen
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Group: Forum Members
Last Active: 6 Months Ago
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Hi , Where is the problem ? Delete this rootnode . It's not new ;). You can work with or not , it's your choice :) edit : 3dx5 add a root node , not 3dsmax or others ;)
 
CGTRADER
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Colonel_Klink
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Colonel_Klink
Posted 12 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K,
Visits: 7.7K
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Hi Sen I've included an image of what I'm talking about. The exercise was this: Load the jeep prop into 3DXchange to export it to FBX so I could study the file in 3DSMax. On reloading the file back into 3DX I noticed that the added *rootnode* was at the top of the hierarchy effectively shifting the node *jeep* down one step (see pic on right hand side. On exporting the jeep like that to Iclone and assigning a saved copy of the jeep dramascript the new jeep wouldn't work, because of the extrad added *rootnode*. I don't understand why this has occurred, nor do I see any way of deleting the *rootnode* to return the jeep file back to the way it was. I also retested exporting an fbx model from Sketchup and when it was imported into 3DX it had the *rootnode* as first part of the hierarchy.
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 Facebook Page: CWK3D Game and Film Content Cancer Survivor - Retired Teacher - Geriatric Icloner still learning Hardware: ZX80; Operating System- ZX80 Basic; CPU - ZX80 @ 3.25 MHz; Memory - 1KB; Hard Drive - N/A; Storage - Cassette; Monitor: Any old CRT TV
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planetstardragon
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planetstardragon
Posted 12 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 11.5K,
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couldn't you done it in OBJ to bypass the whole fbx rootnode process ? why fbx ?
☯🐉 "To define Tao is to defile it" - Lao Tzu
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Colonel_Klink
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Colonel_Klink
Posted 12 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K,
Visits: 7.7K
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Fbx retains the hierarchy. Obj strips them down to the bare objects without dummy objects  The object of the exercise was to study the jeep structure so that I might be able use the same dramascript on my own vehicles. I was just perplexed that if the original main node on the jeep was jeep why then should 3DX add another main node *rootnode* and move the jeep one down the hierarchy.
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 Facebook Page: CWK3D Game and Film Content Cancer Survivor - Retired Teacher - Geriatric Icloner still learning Hardware: ZX80; Operating System- ZX80 Basic; CPU - ZX80 @ 3.25 MHz; Memory - 1KB; Hard Drive - N/A; Storage - Cassette; Monitor: Any old CRT TV
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planetstardragon
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planetstardragon
Posted 12 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
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ahhh, hrmm.... from a quick view of your screen caps, it almost looks like the root node is added on purpose for the sake of keeping the hierarchy.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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Colonel_Klink
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Colonel_Klink
Posted 12 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K,
Visits: 7.7K
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Thing is that I don't see why as the original model has a rootnode called *jeep*. I'm presuming that the ianim files for the jeep have already taken this into consideration, which would mean there is slim chance of being able to create a new vehicle unless it's node hierarchy is identical to the jeep in every way.
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animagic
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animagic
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Month
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As you are interested in creating your own vehicles, are you familiar with the free Mechanical Toolkit: http://www.reallusion.com/ContentStore/iClone/pack/iCar_BodyShop/Help_Mechanic_Tool_Kit.aspx. It includes dummy objects with animation for doors, springs, and wheels.
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Colonel_Klink
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Colonel_Klink
Posted 12 Years Ago
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Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K,
Visits: 7.7K
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Yes I have seen this and had a look in Iclone, however the way the jeep is put together is more appealing. That way when I export to other game engines my models are independent of Iclone content. Will keep experimenting.
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 Facebook Page: CWK3D Game and Film Content Cancer Survivor - Retired Teacher - Geriatric Icloner still learning Hardware: ZX80; Operating System- ZX80 Basic; CPU - ZX80 @ 3.25 MHz; Memory - 1KB; Hard Drive - N/A; Storage - Cassette; Monitor: Any old CRT TV
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nat woi
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nat woi
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 96,
Visits: 810
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Found this topic looking for a solution- Ill have I have the same problem. It becomes a problem were not able to rename the ROOTNODE its still named rootnode on the scene manager so if you created a lot of props its makes it a pain to find which one your looking for since there all named rootnode After reading the original file was exported as fbx then converted to a prop. So I tried to exported the original file as a object it was named correctly but... there always that lol .. I has to smooth it out in FBX format I didn't have to .. So I perfur to use fbx But the naming part don't work :[
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