3ds2009 to DTS - noob needs help
by Lefion · in Artist Corner · 03/10/2010 (10:28 am) · 12 replies
Hi guys! I am not the type to ask for help since I normally can find anything out there but this has been driving me insane lately.
I am modeling in 3ds Max 2009. I have the exporter to dts for my version and I also put in the exporter pro that was being used in a youtube video, http://www.youtube.com/watch?v=ti7sWZcZUEc
I cannot get things to export character wise. Simple static shapes not a problem but doing an animated character, nope. I tried to animate via biped and bones and still cannot get them to export.
I am looking for an extensive tutorial or description on what I have to do to do this. Also if there a pic or a diagram of a schematic of a character design and how everything is connected would be nice too.
I am going back through in the Getting Started part of TDN.
Also treat me as a moron to decrease misunderstandings. Have fun with the puns if you want =-P
Thanks everyone and any help would be appreciated!
I am modeling in 3ds Max 2009. I have the exporter to dts for my version and I also put in the exporter pro that was being used in a youtube video, http://www.youtube.com/watch?v=ti7sWZcZUEc
I cannot get things to export character wise. Simple static shapes not a problem but doing an animated character, nope. I tried to animate via biped and bones and still cannot get them to export.
I am looking for an extensive tutorial or description on what I have to do to do this. Also if there a pic or a diagram of a schematic of a character design and how everything is connected would be nice too.
I am going back through in the Getting Started part of TDN.
Also treat me as a moron to decrease misunderstandings. Have fun with the puns if you want =-P
Thanks everyone and any help would be appreciated!
#2
03/10/2010 (1:26 pm)
ok. at first glance this zip is what I was hunting for! Thanks! I'll come back if I have questions.
#3
I went through the tutorial to a T and just used a character the shape of a T (big box thingy). Just for something simple. Exported with out a single error.
Putting it into ShowTool there is nothing there. All I have are grey lines for the bones and links to the bones from the nodes, like cam, eye, etc. And then yellow X's at the joints of the bones. Thats it. Kind of frustrating.
Any ideas?
03/10/2010 (7:09 pm)
ran into a problem.I went through the tutorial to a T and just used a character the shape of a T (big box thingy). Just for something simple. Exported with out a single error.
Putting it into ShowTool there is nothing there. All I have are grey lines for the bones and links to the bones from the nodes, like cam, eye, etc. And then yellow X's at the joints of the bones. Thats it. Kind of frustrating.
Any ideas?
#4
03/10/2010 (8:10 pm)
make your model an editable mesh prior to export
#5
03/10/2010 (10:01 pm)
I did try it but unfortunately it didn't correct my problem =-(
#6
Does the mesh name appear in the hierarchy of the model when opened in showtool ? Check your lists.
03/10/2010 (11:11 pm)
you can reset your transform information or resetxform..you may have an issue caused by scale information not being set properly. Does the mesh name appear in the hierarchy of the model when opened in showtool ? Check your lists.
#7
What I have done. Created a box. Edit. mesh. Extruded it to rough 2.5 units tall. changed its pivot to 0,0,0. Symmetry it so I only had to model one side. then resetxform. biped. add skin modifier. add all bones except Bip01. Adjust envelopes. add dummies of eye, cam, mount0, and detail1. Eye attached to Bip01 Head. Cam to head as well. Mount0 to Right hand. bounding box to cover all items. changed that to edit. mesh. then tried to export. then I chose to resetxform before exporting again. That didn't help.
cfg file.
AlwaysExport:
eye
cam
mount0
NeverExport:
Bip01
So some where I am missing something. =-(
03/11/2010 (12:15 am)
no the name is not coming up in the lists in Showtool. So obviously I am doing something wrong.What I have done. Created a box. Edit. mesh. Extruded it to rough 2.5 units tall. changed its pivot to 0,0,0. Symmetry it so I only had to model one side. then resetxform. biped. add skin modifier. add all bones except Bip01. Adjust envelopes. add dummies of eye, cam, mount0, and detail1. Eye attached to Bip01 Head. Cam to head as well. Mount0 to Right hand. bounding box to cover all items. changed that to edit. mesh. then tried to export. then I chose to resetxform before exporting again. That didn't help.
cfg file.
AlwaysExport:
eye
cam
mount0
NeverExport:
Bip01
So some where I am missing something. =-(
#8
03/11/2010 (12:16 am)
forgot to mention I do attach detail1 to Bip01.
#9
03/11/2010 (7:14 am)
rather than playing a guessing game here for hours, send me the file, I'll look at it and get back to with what is wrong.
#10
03/11/2010 (7:45 am)
sent you the file. Thanks for helping
#11
This is beacuse a non-MultiRes player mesh needs to have the same number as specified by the detail dummy node. This is a rule of thumb for DTS exporting of players or regular mapobject models.
;)
03/11/2010 (5:08 pm)
Name your detail dummy "detail2" instead of "detail1".This is beacuse a non-MultiRes player mesh needs to have the same number as specified by the detail dummy node. This is a rule of thumb for DTS exporting of players or regular mapobject models.
;)
#12
I am not familiar with MultiRes since I am still a noob to 3ds Max. I know the basics, that is it.
Once again thank you for everything. Once I get the basics, I know I'll be back on some scripting...like hand to hand combat and melee weapons. (first glance on the tutorials, it looks confusing)
03/11/2010 (6:39 pm)
thanks. I noticed I had other issues too after fixing the detail issue. Well, a mild one. I started to look into a lot of the tutorials and I noticed that the static shapes were having the base01 and start01 and also the details number had to match. With adding the base and start all by itself...the mesh by itself...then everything else under the Bip01....it exports fine. Then I can follow the tutorial of deleting the mesh and just export the DSQ files after that. I am not familiar with MultiRes since I am still a noob to 3ds Max. I know the basics, that is it.
Once again thank you for everything. Once I get the basics, I know I'll be back on some scripting...like hand to hand combat and melee weapons. (first glance on the tutorials, it looks confusing)
Torque Owner TheGasMan
G.A.S. [+others]
#2. www.torquepowered.com/community/resources/view/18413
#3. return after you watch the videos to ask questions if you have any.