Profile Picture

How do you remove a *rootnode* from a prop hierarchy

Posted By Colonel_Klink 12 Years Ago
You don't have permission to rate!
1
2

Author
Message
Colonel_Klink
Colonel_Klink
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)

Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K, Visits: 7.7K
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

* * * * * * * * * * * * * * * * * *
See all my content in one place
https://forum.reallusion.com/uploads/images/a5008f7f-0e1f-4504-bcf8-f262.png
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




Sen
Sen
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)Distinguished Member (8.6K reputation)

Group: Forum Members
Last Active: 6 Months Ago
Posts: 2.8K, Visits: 28.5K
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


Colonel_Klink
Colonel_Klink
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)

Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K, Visits: 7.7K
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.







* * * * * * * * * * * * * * * * * *
See all my content in one place
https://forum.reallusion.com/uploads/images/a5008f7f-0e1f-4504-bcf8-f262.png
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




planetstardragon
planetstardragon
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)

Group: Forum Members
Last Active: 4 Months Ago
Posts: 11.5K, Visits: 46.0K
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

Colonel_Klink
Colonel_Klink
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)

Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K, Visits: 7.7K
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.

* * * * * * * * * * * * * * * * * *
See all my content in one place
https://forum.reallusion.com/uploads/images/a5008f7f-0e1f-4504-bcf8-f262.png
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




planetstardragon
planetstardragon
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)Distinguished Member (24.1K reputation)

Group: Forum Members
Last Active: 4 Months Ago
Posts: 11.5K, Visits: 46.0K
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

Colonel_Klink
Colonel_Klink
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)

Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K, Visits: 7.7K
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.

* * * * * * * * * * * * * * * * * *
See all my content in one place
https://forum.reallusion.com/uploads/images/a5008f7f-0e1f-4504-bcf8-f262.png
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




animagic
animagic
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)Distinguished Member (33.4K reputation)

Group: Forum Members
Last Active: Last Month
Posts: 15.8K, Visits: 31.4K
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.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

Colonel_Klink
Colonel_Klink
Posted 12 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)Distinguished Member (18.7K reputation)

Group: Forum Members
Last Active: 5 Months Ago
Posts: 1.1K, Visits: 7.7K
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.

* * * * * * * * * * * * * * * * * *
See all my content in one place
https://forum.reallusion.com/uploads/images/a5008f7f-0e1f-4504-bcf8-f262.png
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




nat woi
nat woi
Posted 10 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)Distinguished Member (2.2K reputation)

Group: Forum Members
Last Active: 4 Years Ago
Posts: 96, Visits: 810
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  :[


1
2



Reading This Topic