Milk quick help needed
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Ok so heres my problem. I made a ship and a cockpit in Cinema 4D R11.5. Usually I export the model into 3DS file then I import it into Milkshape, but now I cannot.
http://img847.imageshack.us/img847/2738/errorwu.png
What chunk? What is chunk? Oh I need to convert the models into cmp ASAP….and this is an unexpected error.
PS: Guys, really there is no other program to replace this stupid milk in the process of ship modding?
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I can import as OBJ, but after reversing the vertex order etc I get this:
http://img151.imageshack.us/img151/2131/objb.png
But in Cinema 4D the polygons are correctly faced and there are no model errors.
Yea btw the cockpit looks like this:
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Uhm, i see. Sometimes i’ve got same results it could be often solved by complete model resizing (down) in the original program but i usually use gmax, so i wouldn’t know if it working or not with cinema. Upload the obj or/and the 3ds an i’ll give it a try.
ps: you wrote " correctly faced", does it mean you made the weld process too?
ps v2.0: which version of ms3d do you use?
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What is weld process? Anyway I use 1.8.4
With correctly faced I meant, that when I import a model from C4D to Milk the whole model is black so it will be invisible in FL…I simply select all, then I Undo: Select all…and after that I Reverse vertex order and the it polygons are after that mirrored.
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Ok, then I’m asking some questions: Do you make the parting process (hull parts, sides, panels, etc) in Cinema, or you export the the model as a whole?
If you make parts in Cinema do you weld them? If i miss that in gmax, for example there is a vertex which isn’t welded in that part I’ve got same result as you had in ms3d. The model itself is black but when i use ctrl+m the unwelded part(s) is/are still black as on the first picture you posted above.
1.8.4 is ok.Edit: glad you made it.
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Since FL supports up to 18 model parts I am usually using that oportunity, It depends on the model and textures, sometimes the ship have 1-3 parts sometimes 15+. I am exporting the models allways in parts, since by welding them I mess up the texturing.
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I’m using C4D, but an older version, 7.2XL…
I get the same chunk error when trying to load exported 3ds files into Milk, so I export as obj.
Older versions of c4d have a problem when exporting obj, - if the mesh has more than one material per group (perfectly ok in obj, c4d and even cmp) when the obj is exported it just uses the first listed, for some later vers of c4d theres a plugin called ‘riptide’ that fixes this, but since milk seems to like one mat per group, its better to stick with that, chop your mesh into mat-groups, and let the cmp exporter glue em back together at export.
As for reversed faces in milk, milk is old obsolete mesh tech, instead of reading the ‘surface normals’ from the obj file to determine which way a poly faces, it seems to use vertex winding order - out of the ark…
Since there are differences in axis alighnment between the apps, most c4d exported objs will end up inside out in milk, so face reversal is mandatory.
The split seams shouldn’t affect the mesh if it’s for a cmp, it’s really only sur files that need to be closed meshes, and those can be exported from c4d with no textures to mess up as one closed mesh group for each sur component you want.
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Anyway, nice cockpit.
Thanks.
I get the same chunk error when trying to load exported 3ds files into Milk, so I export as obj.
When I tried to export as obj the cockpit was lightly messed up. But I figured out that exporting in 3ds format without textures works fine and no chunk error occurred.
As for reversed faces in milk, milk is old obsolete mesh tech, instead of reading the ‘surface normals’ from the obj file to determine which way a poly faces, it seems to use vertex winding order - out of the ark…
It a matter of seconds to make the polys face the correct side in Milk, but yea Milk is obsolete and bad in any way. A mat and cmp importer/exporter for 3DS Max, Lightwave or Cinema 4D would be a very good idea, since I think the majority of the FL modelers uses one of these listed apps.
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Mats can be made by hand with utf editors, there are exporters for MAX, lightwave, outside my experience, but might be worth asking over at the Lightwave Users Group if they know how to do such things
As for C4D, all we need is somebody with the file format definitions , a good knowledge of C.O.F.F.E.E. and plenty of spare time…