Game Development Community

Skinned DTS smoothing group fail to eksport

by Yadhi Aditya P · in Torque 3D Professional · 10/18/2010 (6:07 am) · 9 replies

Hi, i would like to know why my "skinned" model doesn't have smoothing group that I set in 3dsmax.
It is like T3d think that the model only have 1 smoothing group.
But smoothing group works like charm when I export as Static object.
I use 3dsmax 2010 DTS exporter by eb "http://www.torquepowered.com/community/blogs/view/19893"
Thank you

#2
10/20/2010 (6:22 am)
Still doesn't work with that exporter. There is another way though, I split the mesh so that they doesn't connect to each other. The triangle count remains the same, but vertex count increase. Maybe another ideas? before I use collada?
#3
10/20/2010 (7:27 pm)
when you split connected polygons you will get an increase in vertices...that's simply how it works.

if you're looking for specified normals during export, then the above exporter is what you want. It does not force smooth groups, you NEED to specify normals(iirc)! *You can only have 1 exporter installed at a time*

How about this..you take a picture of the issue before export and after export and also add another picture of what you're trying to achieve. Then we can diagnose your issue rather than trying to read your mind :P .
#4
10/21/2010 (2:36 am)
i20.servimg.com/u/f20/11/30/36/31/ask_0110.jpg
I set the smooth group manually to achieve hard crease on some edge.
i20.servimg.com/u/f20/11/30/36/31/ask_0210.jpg
export it with pro exporter
i20.servimg.com/u/f20/11/30/36/31/ask_0310.jpg
In game model doesn't have smoothing group information that I set earlier.

I will try to clean all of my exporter, and start over with fresh installation. Will keep you posted XD
#5
10/21/2010 (2:55 am)
..you're using "smoothing groups"..you'll need to push this modifier into the stack:
torque.abigholeintheweb.com/public_system/useruploads/spec_normals.jpg
..most collada exporters should export smooth groups into DTSversion26 in T3D. If you need version24 of DTS, then you will have to follow those instructions...or test your luck on that dae2dts converter with the -compat switch added to the command line.

if you need me to elaborate on a section, ask.
#6
10/21/2010 (3:48 am)
Thank you!! adding "Edit Normals" into the stack works ^^.
And also I don't have to break or unify normal manually, I just set polygon smoothing group like before and just adding "Edit Normals" do the job done.

i20.servimg.com/u/f20/11/30/36/31/ask_0410.jpg
I clean all the exporter and only install the "dtspro_exporter_max2010_x86". The flower model exported without warning.

But with my "soldier" model I get this "Errors:
Error #40:Found two meshes named "Bip01 L Finger" of size 1."
I don't have warning like this on my previous "exporter", I checked my Bip names, and I'm sure I don't have two identical names for the bones.
#7
10/21/2010 (4:40 am)
Several people have used it without issue, please verify your scene and the export .cfg file that you are using.
#8
10/21/2010 (5:38 am)
When I export with another exporter and "Create .CFG file on export" I found this:

=Params::baseTexturePath .-SmoothingGroup::IgnoreOnSkinMesh
-SmoothingGroup::IgnoreDuringCollapse

Any thought?
#9
10/21/2010 (7:12 am)
look into the dtssdkplus in TGE 1.5.2's tool directory...
Compile your own exporters if you want..