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mesh with skin modifier applied does not appear in torque

by Teagan Morrison · in Technical Issues · 05/07/2003 (9:50 pm) · 3 replies

I created a character in max and used the skin modifier to apply it to the bone structure of the tribe's 2 character. When i export it, the mesh with the skin modifyer applied does not appear. If i remove the skin modifyer and link it to the mesh then it appear's fine. what could i be doing wrong?

Thanks.

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#1
05/07/2003 (10:27 pm)
The t2 models used a segmented models not deformations as in the skin modifyer. I would reccomend starting from scratch, and carefully read over the Torque Max documentaion. One other thing, is the mesh (when applied with the skin modifier) in the heirarchy, if so it shouldn't be.
Quote:
Setting up the Skin Modifier:
Get you character and skeleton aligned and apply the skin modifier. Before you do this make sure that the mesh to be skinned is not linked to anything. If it is linked to the start of the hierarchy, you will get an additional transform introduced into the shape and it will behave incorrectly
and excerp
#2
05/07/2003 (10:35 pm)
it's pretty important that i get this to work. Is their something in the T2 game that could be preventing the skin deformed mesh from working? Also, how important is the name of the mesh i applied the skin modifyer too? i named it main body.

Sorry to be a pain, but i am very new to torque.

thanks.
#3
05/18/2003 (3:19 pm)
The mesh should also contain the highest detail number in its name. ie, if you have a detail145 dummy object, your mesh would be mesh145, bodymesh145, etc. I'm pretty sure the T2 file contains detail dummies, so this would be required.