Character Export woes
by Paul Mieksztyn · in Torque Game Engine · 12/10/2009 (10:30 am) · 1 replies
I am using 3ds Max 2009, and I have ran into a few problems.
first, after skinning my character to the biped and exporting, my normals are flipped in-engine. I can fix this by flipping my normals inside-out in Max, but I feel that is not truly solving the problem.
next, when I try to animate by exporting a DSQ file, only the dummy-nodes I parented to the biped do anything, and they are moving in a completely non-intended fashion. I did delete the character mesh in the file I exported the DSQ from.
first, after skinning my character to the biped and exporting, my normals are flipped in-engine. I can fix this by flipping my normals inside-out in Max, but I feel that is not truly solving the problem.
next, when I try to animate by exporting a DSQ file, only the dummy-nodes I parented to the biped do anything, and they are moving in a completely non-intended fashion. I did delete the character mesh in the file I exported the DSQ from.
Paul Mieksztyn
that could have solved the next problem too, but I will have to see later.
EDIT: nope. DSQs are still not functioning properly. do I have to move the bones using autokey? (as opposed to using the keyframe button on the biped motion tab)