Fireguy, I had a look at the file for you (kinda between things here and had some free time) and here’s what I found out:
Loaded up 3ds-Max 2010 after DLing and unpacking your upload and, sure enough, got the same error message as you!
Fired up RW-Analyze to see what’s what and it loads the ‘hermes2.dff’ no problem. No error sections or anything.
Tried out Dff-viewer and the model looked screwed up in there but that’s nothing out of the ordinary for this program. It’s only a 0.1 Beta and has choked on many other perfectly fine models. So no help there either.
Next, I tried loading the file into a hex editor to see if I could find that index string of 1167,1,32769. Nothing showed up whether I tried word or long size integer values. That left me wondering where those values were coming from? As far as I know, a face index group should be integer values and not floating point.
So, I returned to RW-Analyze and, this time, I noticed that the version number on the file did NOT look like a valid GTA-SA one. The program says it’s 0C02FFFF or 3.3.0.2. This is not the RW 3.4 number you claimed it to be. If it were a proper SA .dff, it should have the value 1803FFFF or 3.6.0.3 — according to RW-Analyze. So where the 3.4 version number came from is not accurate.
I just checked on Gta Modding before writing this text and that version number I found corresponds to a Vice City .dff! It may be that whoever claims to have converted this to SA was feeding you a line? Or they didn’t know what they were doing or made a mistake when converting?
But last night while checking this file out, just for the hell of it, I changed the version number to a SA one and then tried importing into 3ds-Max. This time I got a ‘Non standard DFF’ error and nothing got loaded.
In conclusion, I’m not sure what’s wrong with that file but, if I had to guess, I think someone MAY have taken a Vice City .dff and just appended the collision data to it and called it a day. Whatever the case, it was poorly done and is in non-working condition.
I’ll leave it up to you to decide what to do next… Good luck!
—тело
aTris[1][1]: [139,122,132]
aTris[1][2]: [132,146,139]
aTris[1][3]: [144,147,139]
aTris[1][4]: [136,139,147]
aTris[1][5]: [122,139,136]
aTris[1][6]: [139,146,144]
aTris[1][7]: [124,122,136]
aTris[1][8]: [124,123,122]
aTris[1][9]: [122,123,131]
aTris[1][10]: [132,122,131]
…
aTris[1][2267]: [120,161,160]
aTris[1][2268]: [162,160,161]
aTris[1][2269]: [161,163,162]
aTris[1][2270]: [121,118,130]
aTris[1][2271]: [121,130,148]
aTris[1][2272]: [129,148,130]
aTris[1][2273]: [128,148,129]
aTris[1][2274]: [128,129,125]
aTris[1][2275]: [125,126,128]
aTris[1][2276]: [127,126,125]
—пистолет 1
aTris[2][1]: [1806,1805,1804]
aTris[2][2]: [1804,1807,1806]
aTris[2][3]: [1816,1806,1807]
aTris[2][4]: [1806,1816,1817]
aTris[2][5]: [1804,1808,1807]
aTris[2][6]: [1804,1809,1808]
aTris[2][7]: [1809,1818,1808]
aTris[2][8]: [1885,1876,1875]
aTris[2][9]: [1875,1876,1867]
aTris[2][10]: [1875,1867,1868]
…
aTris[2][175]: [1766,1740,1741]
aTris[2][176]: [1741,1769,1766]
aTris[2][177]: [1768,1767,1766]
aTris[2][178]: [1766,1769,1768]
aTris[2][179]: [1748,1747,1746]
aTris[2][180]: [1746,1749,1748]
aTris[2][181]: [1892,1891,1890]
aTris[2][182]: [1890,1893,1892]
aTris[2][183]: [1888,1887,1886]
aTris[2][184]: [1886,1889,1888]
—пистолет 2
aTris[3][1]: [2087,2078,2077]
aTris[3][2]: [2077,2078,2069]
aTris[3][3]: [2077,2069,2070]
aTris[3][4]: [2069,2072,2071]
aTris[3][5]: [2071,2070,2069]
aTris[3][6]: [2071,2083,2070]
aTris[3][7]: [2083,2071,2084]
aTris[3][8]: [2008,2007,2006]
aTris[3][9]: [2006,2009,2008]
aTris[3][10]: [2018,2008,2009]
…
aTris[3][175]: [1968,1942,1943]
aTris[3][176]: [1943,1971,1968]
aTris[3][177]: [1970,1969,1968]
aTris[3][178]: [1968,1971,1970]
aTris[3][179]: [1950,1949,1948]
aTris[3][180]: [1948,1951,1950]
aTris[3][181]: [2094,2093,2092]
aTris[3][182]: [2092,2095,2094]
aTris[3][183]: [2090,2089,2088]
aTris[3][184]: [2088,2091,2090]
@MarkAldred
Thanks for sending the file over! =]
I took a look at it, and could not get the vertex ID’s either.
So I took a different approach with the bend modifier and this was the result I came up with as an example for you:
These are the steps I took:
1. I took one of the flower pedals from the original model (the ball) and deleted the rest.
2. Adjusted the pivot to the align with the tip of the pedal.
3. Added the Bend modifier.
4. On the Bend modifier I adjusted the Gizmo to make sure the bottom of the pedal did not move, and played with the scale until the result looked good.
5. I adjusted the center to the bottom of the pedal.
6. With the pedal selected I made a key on frame 1 with the Bend modifier Angle at 0.00. I added another key at f100 with the pedal Angle at 3.5.
7. Then took that pedal and created an Array of five at 360 degrees in the Z rotation. (So all the pedals have the desired bend with the animation keys already added, so you only have to adjust the Bend modifier and the animation once.)
8. I duplicated the pedals, grouped and scaled down within the first set of pedals so it had another layer. Then adjusted the animation keys accordingly for that group.
9. Then grouped all of them together for easy translation and rotation.
The advantage to this workflow is that you can play with the Bend modifier and the animation on one single pedal until you get the desired result, then it’s as simple as creating the Array and all that information will be duplicated.
I attached the scene file from this render so you can take a look at it.
Let me know if this was helpful to you. My scene is just an example. I encourage you to play with these settings yourself to get the exact shape and look that you want. I wasn’t sure exactly what type of flower you were looking to simulate but you have a good amount of flexibility with the Bend modifier.
I look forward to your reply!
Cheers
Faline Custodio Da Silva
If you’re anything like me, you’ve messed up the vertex order countless times while trying to make morphs for Poser (or other programs we don’t mention here) with external software. I feel like I have to treat the mesh like a raw egg, which is no fun. So I wrote a program to fix that years ago, but never shared it because I was in my Scala phase then.
Now I’ve made a Python version, which you are all welcome to use (also for that other program if you want): https://www.renderosity.com/filelocker/55818/download?key=8760
Just download the ZIP file as is, do NOT extract the contents (I mean, you can, but you don’t need to), then run python on it. You need to Python 2.7 or 3.x plus numpy installed. The «-h» option tells you how to use, so I won’t repeat that here.
As a little demo I took a figure with a famously prominent nose and gave her a cute little button nose in Blender, but I also «accidentally» flipped the mesh along the x-axis. Poser did not take that well (and it’s built-in vertex-order correction did not help, either). On the left you see what happens if I load the resulting obj as a morph target and dial it to 0.5. On the right you see the fixed morph after running it through my script, also at 0.5.
Fine print: currently meshes must be manifolds (no more than two faces per edge) with consistent face orientations. I think that’s true for most actors in most of the common figures, but for example it is not true for Apollo’s teeth, and it’s probably not true for may clothe meshes. I’m working on an extended version that can handle such meshes, as well.
If you’d like to use the script from within Poser, please annoy a Poser Python specialist of your choosing.
— I’m not mad at you, just Westphalian.
System Information
Operating system and graphics card
Windows 7 64 bit
NVIDIA GeForce GTX 780
Blender Version
Broken: blender-2.75-de6b4dc-win64
Worked: (optional)
Short description of error
When trying to import an obj with «keep vertex order» option on I get the following error message. Note that «Split» option still works.
Traceback (most recent call last):
File "C:Usersdaniel.bystedtDownloadsblender-2.75-de6b4dc-win64blender-2.75-de6b4dc-win642.75scriptsaddonsio_scene_obj__init__.py", line 149, in execute
return import_obj.load(self, context, **keywords)
File "C:Usersdaniel.bystedtDownloadsblender-2.75-de6b4dc-win64blender-2.75-de6b4dc-win642.75scriptsaddonsio_scene_objimport_obj.py", line 1113, in load
for data in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
File "C:Usersdaniel.bystedtDownloadsblender-2.75-de6b4dc-win64blender-2.75-de6b4dc-win642.75scriptsaddonsio_scene_objimport_obj.py", line 374, in split_mesh
return [(verts_loc, faces, unique_materials, filename, bool(verts_nor), bool(verts_tex))]
NameError: name ‘verts_nor’ is not defined
location: :-1
It works fine to import obj’s with «split» option on in the import obj settings
Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps
- choose file>import>wavefront (.obj).
- In the lower left corner of the UI, press the button «Keep Vert Order».
- select an obj file and press import OBJ in the top right corner of the UI.
You will get an error message.
**System Information**
Operating system and graphics card
Windows 7 64 bit
NVIDIA GeForce GTX 780
**Blender Version**
Broken: blender-2.75-de6b4dc-win64
Worked: (optional)
**Short description of error**
When trying to import an obj with «keep vertex order» option on I get the following error message. Note that «Split» option still works.
Traceback (most recent call last):
«`
File «C:Usersdaniel.bystedtDownloadsblender-2.75-de6b4dc-win64blender-2.75-de6b4dc-win642.75scriptsaddonsio_scene_obj__init__.py», line 149, in execute
return import_obj.load(self, context, **keywords)
File «C:Usersdaniel.bystedtDownloadsblender-2.75-de6b4dc-win64blender-2.75-de6b4dc-win642.75scriptsaddonsio_scene_objimport_obj.py», line 1113, in load
for data in split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
File «C:Usersdaniel.bystedtDownloadsblender-2.75-de6b4dc-win64blender-2.75-de6b4dc-win642.75scriptsaddonsio_scene_objimport_obj.py», line 374, in split_mesh
return [(verts_loc, faces, unique_materials, filename, bool(verts_nor), bool(verts_tex))]
«`
NameError: name ‘verts_nor’ is not defined
location: <unknown location>:-1
It works fine to import obj’s with «split» option on in the import obj settings
**Exact steps for others to reproduce the error**
Based on a (as simple as possible) attached .blend file with minimum amount of steps
1. choose file>import>wavefront (.obj).
2. In the lower left corner of the UI, press the button «Keep Vert Order».
3. select an obj file and press import OBJ in the top right corner of the UI.
You will get an error message.
zbrush is missing with vertex order……………………….any solution ?
Send Message
michaelmoures
null
Feb 2016
Iam sure many of you have found these proplem and dealed wz it but in fact i cant cz i beginner .. so please help
when i take my low poly to zbrush and split and merge it it miss up with the vertex order and of couse the uv when i merge it again …cause once u split it changes the vertex order same as other 3d appl.
so does any one know a solution ..?
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JedTheKrampus
polycounter lvl 8
Feb 2016Don’t split and merge it if you need to keep the vertex order, then. You can accomplish pretty nice things without doing any splitting.0 · Share on FacebookShare on Twitter -
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michaelmoures
null
Feb 2016ok thanks for the video its cool but its not what iam looking for ..but thanks you appreciate it0 · Share on FacebookShare on Twitter -
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mikezoo
polycounter lvl 14
Feb 2016Not sure I understand what your saying. Reguardless, if you need to fix your vert order, here’s a super dope tool that will let you reorder your verts and blendshape the differences.0 · Share on FacebookShare on Twitter