hello Alfred.DeFlaminis.
the fact is that the problem first appeared with the 3.4 version of vray. After a couple of new installations, I tried the 3.2 version to see if it could fix the problem,with no luck at all…the errors appear only after the vray installations, in other words, no vray — no problem, but as you can imagine, vray is totally needed for various projects as a renderer, I wish I could rely only on mental and iray, but that’s not the case.
I’m about to run a repair, as you suggesed, to see if that will work. I hope it will so I can press the «Accept as Solution» button afterwards!
thanx for answering!!!
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All of a sudden, my A&D (mi) template dropdown list returns a maxscript error. The mrArch_DesignTemplates.mat is in the defalt location and read only. If I open the library the mats are fine, but the connection to the dropdown is broken. max listener below:
Welcome to MAXScript.
— Error occurred in Set_mrArchTemplate_ActiveMaterial_FromMaterialInMatlib(); filename: C:Program FilesAutodesk3ds Max Design 2010stdplugsstdscriptsmeditfunctions.ms; position: 4674; line: 137
— Frame:
— mrArchTemplate_ActiveMaterial: 01 — Default:Arch___Design__mi
— strMtlName: «masonry»
— matFromLib: undefined
— Error occurred during fileIn in StringStream:»MeditUtilities.Set_mrArchTemplate_ActiveMaterial_FromMaterialInMatlib mrArchTemplate_ActiveMaterial «masonry» — LOC_NOTES: do not localize this»
— No «»getPropNames»» function for undefined
— Error occurred in Set_mrArchTemplate_ActiveMaterial_FromMaterialInMatlib(); filename: C:Program FilesAutodesk3ds Max Design 2010stdplugsstdscriptsmeditfunctions.ms; position: 4674; line: 137
— Frame:
— mrArchTemplate_ActiveMaterial: 01 — Default:Arch___Design__mi
— strMtlName: «rubber»
— matFromLib: undefined
— Error occurred during fileIn in StringStream:»MeditUtilities.Set_mrArchTemplate_ActiveMaterial_FromMaterialInMatlib mrArchTemplate_ActiveMaterial «rubber» — LOC_NOTES: do not localize this»
— No «»getPropNames»» function for undefined
any ideas?
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maxcript auto-load script error , help 3dsmax
Discussion in ‘Help’ started by skadaemon, Feb 28, 2014.
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skadaemon
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i dont know why ,but when i start 3dsmax always show this
—No «getPropNames»» function for undefined
if anyone knows please help
thank you#1
skadaemon,Feb 28, 2014
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I’m a bit puzzled by what you Anisart and Tonks are saying…
Andisart, could you may be give examples of that unacceptable quality?
Tonks. What do you mean simple and Bat production? I mean what is the key difference? Geometry complexity? Something else?
Mental Ray would produce pretty much same results as Scanline if you use default rig. Not sure about speed. But anyway if someone is using default light then there isn’t much point to switch to mental ray IMHO.
But would you decide to go for better lighting solution, you would have to switch, as Scanline will crawl to standstill trying to calculate any decent outcome, which still will not be too good.
Andisart, your solution is really puzzling… If you decided to stick with Scanline, why did you change your lighting rig? The basic idea behind it is that it would be used with some sort of global illumination solution. Those available with Scanline are both inferior in quality and much, MUCH slower than those possible with Mental Ray.
As for those shadows, I still don’t understand why do you consider them to be a problem? Exactly WHY are they unrealistic? You can think about sun at night as of moon, and its light is casting those shadows. Also you have to be very aware of the properties of light if you to achieve decent results. Default settings of lights are not really usable. So if you just dropped those in your scene and expect them to work properly.
Post by manucarr on Sept 26, 2018 10:06:05 GMT 10I got this error when trying to export a mod by using the 3ds max RER & RE6 (unoffical) script, so my question is if anybody else got this error, and if it is possible to solve it |
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Posts: 2,028 Original Join Date: Apr 6 2012 |
Post by -IronSoul- on Sept 26, 2018 10:28:46 GMT 10That can be caused by a lot of situations, the way you ripped the mesh you are injecting, you are selecting a mesh without a proper name to export back, the model needs to be exported to fbx, converted to .obj via noesis and reimported back, the mesh didn’t had a skin modifier, the skin modifier didn’t had any bones, try to check the general of the importing process |
Last Edit: Sept 26, 2018 10:29:18 GMT 10 by -IronSoul- |
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3d MAX 9, 32bit. При попытке присвоить любой материал из Arch & Design к объекту, в командной строке выдает это:
— Error occurred during fileIn in StringStream:»MeditUtilities.Set_mrArchTemplate_ActiveMaterial_FromMaterialInMatlib mrArchTemplate_ActiveMaterial «satined metal» — LOC_NOTES: do not localize this»
— No «»getPropNames»» function for undefined
— Error occurred in Set_mrArchTemplate_ActiveMaterial_FromMaterialInMatlib(); filename: C:Program Files (x86)Autodesk3ds Max 9stdplugsstdscriptsmeditfunctions.ms; position: 4703
При этом материал не присваивается. Тоже самое практически с любой картой. Проблема возникает на XP и W7, на любом железе, переустановкой макса не лечится.
У кого какие мысли?
thingfishs:
by the looks of the screenshots you’ve posted I can say that you have three separate issues with your Bat4max. Those are Bat4Max related issues and not Max issues as such.
I. Wrong Gamma.
There is a bug in late versions of 3ds Max that prevent settings done via script to kick in without «manual approval».
Solution:
Although in versions of Max 2010 and newer all the Gamma related settings are set by script you wold still need to open Gamma and LUT tab in Customize -> Preferences and without changing there a single thing just click on OK. This will validate all the settings created by script.
II. Lights are decoupled from Cameras.
IN BAT camera rotates around model «photographing» it from 4 different sides. Normally camera is coupled with lights so both rotate simultaneously, so you always have sun shining from the same very angle. This is achieved through special dummy object named TB2CameraHandle. Scripts rotate this object around scene center. And since all the cameras and lights are linked to it they rotate accordingly. In your case that link had somehow got broken. This is a very rare thing to happen, but it still can happen in numerous ways commonly through the actions of the user, I’m afraid…
Solution:
1. Click on 3dsMax Icon in the top left corner of open 3ds max window -> References -> Xref Scenes. Select your current CameraRif scene (in the list in Xref Files list) and click on Remove button
2. Find in your scene object called TB2CameraHandle and delete it. There might be more then one. This is actually one of few causes of this problem. Make sure you delete ALL of them.
3. In Parameters roll-out of BAT cleick on reset Lights & Cameras.
4. In LetThereBeLight roll-out click on desired illumination setting (Day, Nite etc)
III. Coplanar surfaces.
There numerous instances of coplanar surfaces in your model. Those are seen (particularly well when full light (like in South view) as black spots and lines. Coplanar surfaces are those that occupy exactly same coordinates. As such such an even can not possible exist in real world and naturally wrecks havoc in calculations that try to mimic natural world, like those of global illumination in Mental Ray.
Solution:
Make sure that you avoid crating those during modeling process. Model things precisely, rather than relying on your eye use snaps to make sure teat every vertex/elemen is exactly there where it is suppose to be. But when you use snaps make sure that you ONLY snap to vertices and not grid.
If you have further questions ask them here…