- Форум
- 3D Studio MAX
- Назад
- 17
- 18
- 19
- 20
-
из 21
|
Автор |
Сообщение |
|
|---|---|---|
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
- Назад
- 17
- 18
- 19
- 20
-
из 21
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?

-
- Search titles only
- Posted by Member:
-
Separate names with a comma.
- Newer Than:
-
- Search this thread only
- Search this forum only
- Display results as threads
-
More…
Useful Searches
- Recent Posts
Welcome to Our Community
Wanting to join the rest of our members? Feel free to sign up today.
-
We need to collect last month donation for our Servers,
Click this link and Help Us:http://forum.gfxdomain.net/donate/
If we help in yours works or study , please spend some money for us to pay ours servers
maxcript auto-load script error , help 3dsmax
Discussion in ‘Help’ started by skadaemon, Feb 28, 2014.
-

skadaemon
New MemberMember
- Joined:
- Dec 7, 2012
- Messages:
- 1
- Likes Received:
- 0
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
(You must log in or sign up to post here.)
- Your name or email address:
- Password:
-
Forgot your password?
-
Stay logged in
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 |
|
|
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- |










