Game Development Community

Shape Editor Help

by Smelly McBeard · in Torque 3D Professional · 08/25/2009 (11:19 am) · 4 replies

Hello,

I am using 3ds max 9 64 bit win xp.

I use the DTS exporter to export a character that I have modelled and rigged using biped. This goes great and I can get it into t3d with no problems. I then use the 'export dsq' button and get my sequence to pop out, no problems. However, when I get to t3d and open the shape editor, I hit the add new sequence button and load my dsq in, it creates a duplicate of my model. Can anyone help me figure out why it is doing this?

Short version:
Export model from 3ds max, get it into t3d, open shape editor, add new sequence, load dsq, duplicate model appears.

-Crayfish

#1
08/25/2009 (11:45 pm)
So there are two instances of the model geometry in the shape editor? Weird.

I haven't been able to reproduce this with the default player models and animations. Are you able to send me the DTS and DSQ files? Or try the following experiment:

1. Load the DTS into the shape editor.
2. Bring up the console (~) and type:

ShapeEditor.shape.dumpShape();

3. Add the new DSQ sequence, then repeat step 2.

You should get two listings of the shape contents in your console.log file. Post/link them here.
#2
08/26/2009 (9:38 am)
Thanks for the reply! At this time I'm not able to send the model, so here is a screencap of the console.

img440.imageshack.us/i/doublemodels.png/

It's possible I'm not using the exporter right but I don't see why when I click the 'Export Sequence button' it would export the mesh as well. To narrow down the problem, ill post my export steps here incase I am missing a checkbox or not doing something right.

- Open my model in max, it is editable mesh and rigged using the biped. It is also animated (his arms move for 24 frames)

- I click the exporter button on my toolbar(I have the Exporter that opens it's own seperate GUI window in max 9

- I select my Model and hit quick setup, then I add a new sequence in the sequence manager and set the frames from 0-23.

- Because the exporter does not set up the model right, next I unfreeze all objects in the viewport (to unfreeze dummy objects) and then go to the schematic view and connect Bip01 to start01

- Then I click export dts and save the model, then click export sequences and save the sequences.

- I add these to T3D then run the project. Double click to add the model into the scene, then click the shape editor window. In the shape editor I click to add a new sequence and load the newly created dsq file. Then I play the sequence on the timeline and I have 2 instances of my model. At this point I did some testing and if I name my new sequence 'ambient' and go back to the world editor, my sequence plays and yes there are the two models.

-Crayfish
#3
08/26/2009 (8:24 pm)
Looks to be a problem with your DTS export. If you look at the first dump (before you load the DSQ), you can see that there are 5 objects (meshes):

1. A non-skinned object called 'body'
2. A non-skinned object called 'Bip01 Spine'
3. A non-skinned object called 'Bip01 L Finger'
4. A non-skinned object called 'Bip01 R Finger'
5. A skinned object called 'body' (this is not the same object as #1!)

What I think is happening is that your DTS file contains 2 copies of the model. One is the animated skin and one is a non-skinned copy. When you add and play the sequence, the animated skin moves, but the copy does not.

So there are always 2 copies of your model geometry, it's just that you can't see the 2nd one until you play an animation that moves one of them away from the other.

I'm not that familiar with 3dsmax exporting so I can't help you there, but it might pay to post a new thread in the artist forum describing the double-mesh issue.
#4
11/14/2009 (6:51 am)
When you export dsq sequence delete mash.

You have to make one file with skinned mash and bones sistem, and you will use that file for dts export.Second one ,make copy of that file, do some animation , and delete mesh from ,for dsq export you need just bones with animation seq.