mth@Posted: Wed Sep 05, 2007 8:49 pm :
i've got just one little question. what decides about which shape (vert) will be considered as a origin bone after attaching shape to shape, and exporting to md5mesh?

for example, i've got model containing four shapes plus 5 small one with nodraw texture. i want this fith one to be considered in the first line as a origin, because while i'm attaching the rest of those four shapes, none of them cannot be origin bone. why? because they are animated (not by bones, but with usage of der_tons general exporter - which transforms every vert into the bone), and sliding: two at the very bottom and two and the very top. then, when origin bone is going out of sight, whole model dissappear!

hope everyone understand my example. any help?

EDIT:

ok, i mdificated title of the topic, because i foudn out that this isn't causing the problem

my model dissapears, while i'm looking only at the top half of it. it's animated this way: the top half goes up, the bottom one down, both for the all lenght of the meshes. why?



mth@Posted: Wed Sep 05, 2007 8:49 pm :
i've got just one little question. what decides about which shape (vert) will be considered as a origin bone after attaching shape to shape, and exporting to md5mesh?

for example, i've got model containing four shapes plus 5 small one with nodraw texture. i want this fith one to be considered in the first line as a origin, because while i'm attaching the rest of those four shapes, none of them cannot be origin bone. why? because they are animated (not by bones, but with usage of der_tons general exporter - which transforms every vert into the bone), and sliding: two at the very bottom and two and the very top. then, when origin bone is going out of sight, whole model dissappear!

hope everyone understand my example. any help?

EDIT:

ok, i mdificated title of the topic, because i foudn out that this isn't causing the problem

my model dissapears, while i'm looking only at the top half of it. it's animated this way: the top half goes up, the bottom one down, both for the all lenght of the meshes. why?



der_ton@Posted: Sun Sep 16, 2007 3:37 pm :
Maybe this is a bug in my exporter, where the boundingbox is generated. Can you send me your max file, and also the md5 files with the .def, so I can take a look at it with Doom3?



mth@Posted: Thu Sep 20, 2007 3:35 pm :
the textures are quite enormous, will you replace them with something else, or should i do it for you? i leave you rapidshare, mediafire or something else link in pm in a couple of hours :)



der_ton@Posted: Thu Sep 20, 2007 4:35 pm :
Actually the textures are not that important. you can send me scaled down versions or i could just use some dummy textures.



mth@Posted: Wed Sep 05, 2007 8:49 pm :
i've got just one little question. what decides about which shape (vert) will be considered as a origin bone after attaching shape to shape, and exporting to md5mesh?

for example, i've got model containing four shapes plus 5 small one with nodraw texture. i want this fith one to be considered in the first line as a origin, because while i'm attaching the rest of those four shapes, none of them cannot be origin bone. why? because they are animated (not by bones, but with usage of der_tons general exporter - which transforms every vert into the bone), and sliding: two at the very bottom and two and the very top. then, when origin bone is going out of sight, whole model dissappear!

hope everyone understand my example. any help?

EDIT:

ok, i mdificated title of the topic, because i foudn out that this isn't causing the problem

my model dissapears, while i'm looking only at the top half of it. it's animated this way: the top half goes up, the bottom one down, both for the all lenght of the meshes. why?



der_ton@Posted: Sun Sep 16, 2007 3:37 pm :
Maybe this is a bug in my exporter, where the boundingbox is generated. Can you send me your max file, and also the md5 files with the .def, so I can take a look at it with Doom3?



mth@Posted: Thu Sep 20, 2007 3:35 pm :
the textures are quite enormous, will you replace them with something else, or should i do it for you? i leave you rapidshare, mediafire or something else link in pm in a couple of hours :)



der_ton@Posted: Thu Sep 20, 2007 4:35 pm :
Actually the textures are not that important. you can send me scaled down versions or i could just use some dummy textures.



mth@Posted: Wed Sep 05, 2007 8:49 pm :
i've got just one little question. what decides about which shape (vert) will be considered as a origin bone after attaching shape to shape, and exporting to md5mesh?

for example, i've got model containing four shapes plus 5 small one with nodraw texture. i want this fith one to be considered in the first line as a origin, because while i'm attaching the rest of those four shapes, none of them cannot be origin bone. why? because they are animated (not by bones, but with usage of der_tons general exporter - which transforms every vert into the bone), and sliding: two at the very bottom and two and the very top. then, when origin bone is going out of sight, whole model dissappear!

hope everyone understand my example. any help?

EDIT:

ok, i mdificated title of the topic, because i foudn out that this isn't causing the problem

my model dissapears, while i'm looking only at the top half of it. it's animated this way: the top half goes up, the bottom one down, both for the all lenght of the meshes. why?



der_ton@Posted: Sun Sep 16, 2007 3:37 pm :
Maybe this is a bug in my exporter, where the boundingbox is generated. Can you send me your max file, and also the md5 files with the .def, so I can take a look at it with Doom3?



mth@Posted: Thu Sep 20, 2007 3:35 pm :
the textures are quite enormous, will you replace them with something else, or should i do it for you? i leave you rapidshare, mediafire or something else link in pm in a couple of hours :)



der_ton@Posted: Thu Sep 20, 2007 4:35 pm :
Actually the textures are not that important. you can send me scaled down versions or i could just use some dummy textures.



mth@Posted: Wed Sep 05, 2007 8:49 pm :
i've got just one little question. what decides about which shape (vert) will be considered as a origin bone after attaching shape to shape, and exporting to md5mesh?

for example, i've got model containing four shapes plus 5 small one with nodraw texture. i want this fith one to be considered in the first line as a origin, because while i'm attaching the rest of those four shapes, none of them cannot be origin bone. why? because they are animated (not by bones, but with usage of der_tons general exporter - which transforms every vert into the bone), and sliding: two at the very bottom and two and the very top. then, when origin bone is going out of sight, whole model dissappear!

hope everyone understand my example. any help?

EDIT:

ok, i mdificated title of the topic, because i foudn out that this isn't causing the problem

my model dissapears, while i'm looking only at the top half of it. it's animated this way: the top half goes up, the bottom one down, both for the all lenght of the meshes. why?



der_ton@Posted: Sun Sep 16, 2007 3:37 pm :
Maybe this is a bug in my exporter, where the boundingbox is generated. Can you send me your max file, and also the md5 files with the .def, so I can take a look at it with Doom3?



mth@Posted: Thu Sep 20, 2007 3:35 pm :
the textures are quite enormous, will you replace them with something else, or should i do it for you? i leave you rapidshare, mediafire or something else link in pm in a couple of hours :)



der_ton@Posted: Thu Sep 20, 2007 4:35 pm :
Actually the textures are not that important. you can send me scaled down versions or i could just use some dummy textures.



mth@Posted: Wed Sep 05, 2007 8:49 pm :
i've got just one little question. what decides about which shape (vert) will be considered as a origin bone after attaching shape to shape, and exporting to md5mesh?

for example, i've got model containing four shapes plus 5 small one with nodraw texture. i want this fith one to be considered in the first line as a origin, because while i'm attaching the rest of those four shapes, none of them cannot be origin bone. why? because they are animated (not by bones, but with usage of der_tons general exporter - which transforms every vert into the bone), and sliding: two at the very bottom and two and the very top. then, when origin bone is going out of sight, whole model dissappear!

hope everyone understand my example. any help?

EDIT:

ok, i mdificated title of the topic, because i foudn out that this isn't causing the problem

my model dissapears, while i'm looking only at the top half of it. it's animated this way: the top half goes up, the bottom one down, both for the all lenght of the meshes. why?



der_ton@Posted: Sun Sep 16, 2007 3:37 pm :
Maybe this is a bug in my exporter, where the boundingbox is generated. Can you send me your max file, and also the md5 files with the .def, so I can take a look at it with Doom3?



mth@Posted: Thu Sep 20, 2007 3:35 pm :
the textures are quite enormous, will you replace them with something else, or should i do it for you? i leave you rapidshare, mediafire or something else link in pm in a couple of hours :)



der_ton@Posted: Thu Sep 20, 2007 4:35 pm :
Actually the textures are not that important. you can send me scaled down versions or i could just use some dummy textures.



mth@Posted: Wed Sep 05, 2007 8:49 pm :
i've got just one little question. what decides about which shape (vert) will be considered as a origin bone after attaching shape to shape, and exporting to md5mesh?

for example, i've got model containing four shapes plus 5 small one with nodraw texture. i want this fith one to be considered in the first line as a origin, because while i'm attaching the rest of those four shapes, none of them cannot be origin bone. why? because they are animated (not by bones, but with usage of der_tons general exporter - which transforms every vert into the bone), and sliding: two at the very bottom and two and the very top. then, when origin bone is going out of sight, whole model dissappear!

hope everyone understand my example. any help?

EDIT:

ok, i mdificated title of the topic, because i foudn out that this isn't causing the problem

my model dissapears, while i'm looking only at the top half of it. it's animated this way: the top half goes up, the bottom one down, both for the all lenght of the meshes. why?



der_ton@Posted: Sun Sep 16, 2007 3:37 pm :
Maybe this is a bug in my exporter, where the boundingbox is generated. Can you send me your max file, and also the md5 files with the .def, so I can take a look at it with Doom3?



mth@Posted: Thu Sep 20, 2007 3:35 pm :
the textures are quite enormous, will you replace them with something else, or should i do it for you? i leave you rapidshare, mediafire or something else link in pm in a couple of hours :)



der_ton@Posted: Thu Sep 20, 2007 4:35 pm :
Actually the textures are not that important. you can send me scaled down versions or i could just use some dummy textures.