Ogre Max Exporter Crashes

First off, let me say that from what I have seen of FaceFX, it looks incredible. Not to mention your exporter is the only one I could find that is working with the latest version's of Max and I much appreciate it.

For some reason, Max 2010 is crashing out when I go to File->Export and choose .MESH and give it a name. It creates the material/mesh/scene files properly, but it seems to be crashing out when creating the .skeleton file.

The Max.log shows this...

------------ 3ds Max Log File -------------

2010/09/29 10:34:55 DBG: Starting network
2010/09/29 10:38:22 INF: Loaded C:\Users\Brett\Desktop\ORC_Elite93\models\Orc.max
2010/09/29 10:39:47 INF: Job: C:\Users\Brett\Desktop\ORC_Elite93\models\Orc.max
2010/09/29 10:40:50 ERR: Could not read/write file type:
2010/09/29 10:40:50 ERR: Could not read/write file type:
2010/09/29 10:41:00 ERR: Could not read/write file type:
2010/09/29 10:41:04 ERR: Could not read/write file type:
2010/09/29 10:41:23 ERR: Could not read/write file type: C:\Users\Brett\Documents\3dsMax
2010/09/29 10:52:15 DBG: Stop network
2010/09/29 11:12:38 DBG: Starting network
2010/09/29 11:14:01 ERR: Could not read/write file type:
2010/09/29 11:14:01 ERR: Could not read/write file type:
2010/09/29 11:35:28 DBG: Starting network
2010/09/29 11:35:59 ERR: Could not read/write file type:
2010/09/29 11:35:59 ERR: Could not read/write file type:

The Ogre.log shows this

11:36:27: Creating resource group General
11:36:27: Creating resource group Internal
11:36:27: Creating resource group Autodetect
11:36:27: Registering ResourceManager for type Mesh
11:36:27: Registering ResourceManager for type Skeleton
11:36:27: Registering ResourceManager for type Material
11:36:27: WARNING: the mesh 'Creature' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
11:36:27: Skeleton: Loading Orc.SKELETON
11:36:27: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Orc.SKELETON in resource group General or any other group. in ResourceGroupManager::openResource at ..\..\OgreMain\src\OgreResourceGroupManager.cpp (line 753)
11:36:27: Unable to load skeleton Orc.SKELETON for Mesh Creature. This Mesh will not be animated. You can ignore this message if you are using an offline tool.
11:36:27: MeshSerializer writing mesh data to C:\Users\Brett\Desktop\OgreOrc\Orc.MESH...
11:36:27: File header written.
11:36:27: Writing mesh data...
11:36:27: Writing submesh...
11:36:27: Exporting submesh texture aliases...
11:36:27: Submesh texture aliases exported.
11:36:27: Submesh exported.
11:36:27: Writing submesh...
11:36:27: Exporting submesh texture aliases...
11:36:27: Submesh texture aliases exported.
11:36:27: Submesh exported.
11:36:27: Exporting skeleton link...
11:36:27: Skeleton link exported.
11:36:27: Exporting shared geometry bone assignments...
11:36:27: Shared geometry bone assignments exported.
11:36:27: Exporting bounds information....
11:36:27: Bounds information exported.
11:36:27: Exporting submesh name table...
11:36:27: Submesh name table exported.
11:36:27: Mesh data exported.
11:36:27: MeshSerializer export successful.
11:36:27: Exporting bones..
11:36:27: Bones exported.
11:36:27: Exporting animations, count=0
11:36:27: Unregistering ResourceManager for type Material
11:36:27: Unregistering ResourceManager for type Skeleton
11:36:27: Unregistering ResourceManager for type Mesh

This model has 18 animations, so "Exporting animations, count=0" is definitely incorrect. I hope you will know how to resolve this, as I am looking forward to getting back to testing. Thanks again for the great software!

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I'll need the file to reproduce the crash. I'd like to get this fixed.

I see that you have a submesh called "table" in your scene. If you are using the File->Export method, we basically assume that you are exporting a character for use in FaceFX Studio and we do things like collapse all meshes into one and collapse all skeletons into one.

I'm guessing we may be running into a problem trying to collapse the skeletons if the crash is indeed in the skeleton creation. If this is the case, you might be able to fix the issue by deleting or hiding nodes in your scene prior to export that aren't part of the character.

If you are using the Ogre Exporter for an Ogre-related project, then you will probably not want to use File-Export, and instead use the FxOgreGUI.ms script to set options for your export. This isn't as well tested as File-Export but it should let you specify animations to include with the skeleton file.

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Thank you for such a fast reply. Unfortunately this is a model I purchased from a website, and I am bound by a contract not to distribute any parts of it in any form. My apologies for that, any other model and I would be more than happy to send whatever you needed.

I was indeed using the File->Export method, but I see what you mean now. I am using the Exporter for an Ogre project (I found your thread from 2007 on the forums earlier today). I actually started off trying to use the FxOgreGUI.ms script, but it is actually crashing as well when I try and use it to export as well. Here is a screenshot of the settings I am using, perhaps I need to change them.

http://i54.tinypic.com/1olzlx.png

Is there anymore detailed debug information I could possibly find that would help?

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I mentioned in my e-mail this is my first time with 3DSMax so I don't feel comfortable straying too much from the exporter. However, I did realize that the exporter is crashing when I am using File->Import on the .fbx extension. I decided to try and load the .max version in instead, however I get the message "C:\Orc\death_final.bip File Not Found." and similar messages for all 18 animations the model is supposed to have.

So it looks like the crash might be due to something related to the .fbx format (although I had no problem playing the animations through 3DSmax when its loaded in) and trying to use the .max format is spitting out errors about missing .bip files.

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The log files are the only debug info, unless you compile the plugin yourself and step though the code.

If you can't send the file, I won't be able to reproduce the issue and fix it. But you might be able to troubleshoot further by isolating the option in the maxscript that causes the crash. For example, does the crash happen if you only export the skeleton file?

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Yeah it does. I was able to export the mesh by itself just now without any issues. They just e-mailed me back though and sent me a Milkshape 3D format though that I was able to export to Ogre in about 15 seconds so I guess that will take care of it.

I do greatly appreciate your help though, and despite not being able to send the model, if theres anything I can do to help just let me know.