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Model Rejected? Works fine for me?
#1
So I started ripping from Captain Toad: Treasure Tracker, and I ripped the enemy Mummy-Me. I imported using the method for .BFRES importing, and fixed everything up, such as normals and the axis it was on. Anyway, I exported it as a .FBX and .DAE, and both work fine for me. Rigging is intact as well as the UVs, but in the rejection PM, it was stated that the .DAE has the polygons of the model in random places, and the UVs are gone? Can I post my model so anyone willing to will see what I did wrong? Again, it works fine for me, using both formats. I use 3DS Max 2012 if that helps anyone.


Link to rejected model: https://www.mediafire.com/?ei5xijmwlwapyrn
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#2
The only thing that's wrong with it for me is that the UVs don't show up when I run the script to activate them. Other than that the model looks fine.
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#3
That's so strange. EverythIng works fine for me. Maybe I should try and rip it again? Idk honestly.
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#4
Depends on the importer that's used, really. DAE isn't very consistent and breaks all over the place. It imports fine in 3ds max, but the rigging is broken.
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#5
So what format should I export the model in to keep the rigging and UVs? I've tried .obj, but the rigging is lost. I can't think of another accepted format for TMR... :/
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#6
(07-05-2015, 10:05 AM)Pichi-Hime Wrote: So what format should I export the model in to keep the rigging and UVs? I've tried .obj, but the rigging is lost. I can't think of another accepted format for TMR... :/
*.FBX is honestly a favorable file extension for TMR, and I personally find it to be better than *.DAE because there are so many different versions of *.DAE for different programs and it's hard to have a flawless import of a *.DAE file across all 3D applications.  With *.FBX it's at least much more consistent across almost all programs whether it be Maya, Blender, 3DS Max, Cinema 4D, you name it.  And the best part for your worry is that it supports rigging, along with other features such as multiple UV maps, animation, and multiple objects per file such as meshes, bone structures, lamps, and cameras (though just the meshes, bones and textures are needed for submissions).  Another popular file extension on TMR that supports rigging would be Valve's *.SMD file extension, but there are a few programs I think that don't fully support that extension yet.  More downsides to *.SMD is that child bones are not connected to their parent bones, it can't properly hold animation data, doesn't support multiple UV maps, and cannot hold more than one object in a file (unless it's a bone structure assigned to a mesh.
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#7
But that's the thing, I had a working .fbx in the DL and I was told it worked flawlessly, but in order to be accepted by TMR, I had to have another format in the file. But since the .DAE causes many different problems for different people, I can't use that format. The .obj loses rigging, and I'm trying to have the model with all rigging intact...
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#8
Okay, so I looked at your submission and I can somewhat see why it was rejected.  The UVs were intact, so I see no problem with that, but the models had 1.) no materials on them whatsoever, and 2.) there are indeed polygons in random places.

https://drive.google.com/file/d/0BzXe8Uv...sp=sharing (I applied the material myself)

Those pink things are the eyes, but they are not even in the right place.  Also, the bones and main meshes are not at their origins.  What I suggest is line up all the objects in the way they are supposed to be, and apply their origin at that place.  Because when I reset the origin of all the objects, they are unaligned and all over the place with locations and rotations

https://drive.google.com/file/d/0BzXe8Uv...sp=sharing

As you can see, the meshes are not alligned with themselves let alone the bones.  So my suggestion would be to manually realign everything and set your adjusted rotations and locations as the origin for each object, and then export your model again for BOTH your dae and fbx version
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#9
So, I got it fixed.

https://drive.google.com/file/d/0B1t2rzs...sp=sharing
Some guy who just lurks this place nowadays.
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#10
I'm so sorry that I'm such a newb at this, but what exactly am I to do? I didn't mess with bone rotations or edit the meshes of the polygons...
Gosh, maybe model ripping isn't my thing.
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#11
Don't give up! You can do it!! Smile
Tsunami Bomb - The Simple Truth
We could run away
Leave behind anything paper
Not knowing where we're going to stay
When there's no Mondays

You're part of me, it's so easy to see the simple truth
When I'm in your arms, I feel safe from harm and sorrow too
You're part of me, it's so easy to see the simple truth
But most of all, nothing couldn't be solved when I'm with you
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#12
(07-08-2015, 02:09 PM)Pichi-Hime Wrote: I'm so sorry that I'm such a newb at this, but what exactly am I to do? I didn't mess with bone rotations or edit the meshes of the polygons...
Gosh, maybe model ripping isn't my thing.

Well it's not that you messed with the model or anything, but sometimes the models from games just simply don't translate well with common file formats.  In regards to applying the object origins, I think this (maybe?) will benefit you:
http://knowledge.autodesk.com/support/3d...7-htm.html
Reason why I doubt myself is because I am not a 3ds max user myself, but I'm sure you'll find some other users on the forum that'll explain how to do what you have to.  If you just cannot seem to apply the origins, then just align everything manually where the objects are supposed to be (example: repositioning the eyes into the correct place).  I'm sure if you at least do that, they'll accept the submission and someone browsing through the site will eventually revise the model if needed (not likely that anyone will revise the model, but it just may get through)

PS: I'd recommend ripping the model all over again.  While it may not fix the object positions, it may fix the problem with the materials.  Even though the entire model uses only one texture set, the material separations are somewhat important (example: the eyes glow whereas the rest of the model doesn't, the blue doesn't use the normal map, etc) If you cannot export the materials, that'd be another thing to correct on your own.  

And don't discourage yourself on model ripping: you just might need to brighten your understanding on the way games process models, and how to maybe "fake it" for a commonly distributed model.  Many models on TMR are not 100% original and contain many modifications to be suit for common distribution (example: SSBB, the eyes have multiple UV maps layered ontop of eachother for separate textures on the same model. However, since some programs out there don't support multiple UV maps, the way it's "faked" is by separating the UV maps into different objects for each texture). While I know it all sounds complicated in the end, just stick with it and you'll do fine.  I had a lot of rejected models myself so I'm just trying to pass on what I've learned from my mistakes  Wink
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