Exporting anims made with bip/phys..
by Daniel 'Dufus' Rogers · in Torque Game Engine · 09/17/2001 (8:07 pm) · 8 replies
Hello.
This thing is driving me nuts. I can export shapes with textures and animations(using move/rotate/scale and morph etc) but I cannot get an animation to export when I've used biped and physique. I have made a 30 frame free form animation, but no matter what I try it wont work. Im thinking it has something to do with the thing that you need to manipulate the biped using the dummmies or sumthing instead of the figure itself. Has anyone else had this problem to and if so, a solution ?
Thanks
- Dufus.
This thing is driving me nuts. I can export shapes with textures and animations(using move/rotate/scale and morph etc) but I cannot get an animation to export when I've used biped and physique. I have made a 30 frame free form animation, but no matter what I try it wont work. Im thinking it has something to do with the thing that you need to manipulate the biped using the dummmies or sumthing instead of the figure itself. Has anyone else had this problem to and if so, a solution ?
Thanks
- Dufus.
#2
p.s. does anything other than 'transform' need to be ticked under the sequence -> export control ?
09/17/2001 (10:26 pm)
I had a spark of hope then Darren, cause it was checked, but I unchecked it and still no avail :(.p.s. does anything other than 'transform' need to be ticked under the sequence -> export control ?
#3
Sorry! that the only setting I've come across that needed to handle the sequences.
My understanding of the sequence dummy objects, is they are only used to contain a reference to an animation, not the actual animation themself.
I'll look further for you!
--Darren
09/17/2001 (10:53 pm)
Daniel,Sorry! that the only setting I've come across that needed to handle the sequences.
My understanding of the sequence dummy objects, is they are only used to contain a reference to an animation, not the actual animation themself.
I'll look further for you!
--Darren
#4
I'm not exactly sure what they mean, because the tribes 2 example max files have a biped in the scene.
Is there any way to freeze the transforms on the joints into an animation track as keys?
Its definitely something I'd like to get working, because Ive pretty much got all I need for a test game then..
Phil.
09/17/2001 (11:09 pm)
I'm not sure its possible to have a biped animation export. Someone told me that you have to actually animate the joints yourself (i.e. it doesnt understand biped).I'm not exactly sure what they mean, because the tribes 2 example max files have a biped in the scene.
Is there any way to freeze the transforms on the joints into an animation track as keys?
Its definitely something I'd like to get working, because Ive pretty much got all I need for a test game then..
Phil.
#5
09/18/2001 (1:50 am)
Couple of things to note. You can use biped animations no problem. Make sure your bounds object is large enough to cover your mesh at all times. A good thing to do is to make the Bounds object a child of bip01 so that it moves when your bip moves. If you are going to use physique, the exporter will treat that as a morph animation and snapshot the entire mesh at every frame - you must enable morph animation in your sequence's rollout or you won't see anything move. Physique makes your actual export take a loooong time and if you have t2autodetail in your dtscene.cfg it gets worse - a snapshot of the entire mesh for every frame of the sequence X the number of details. The best solution is to use the skin modifier with your biped instead of physique. Still working on getting this all into a tut - lot of stuff to cover - but this should get you going.
#6
09/18/2001 (11:24 am)
Ah HA! Thankyou very much all for your info. Muchly appreciated!!! Im trying the suggestions right away.
#8
I'll try that on that scene you sent me and see if I can get it working..
About the skin modifier... I'm not quite sure how it works.. Ive only ever used phys with biped.
How do you bind the mesh to the biped if you arent using physique?
A tut will come in well handy, if you need a complete idiot to test with (i.e. a programmer not an artist) just lemmie know :))
Phil.
09/18/2001 (6:59 pm)
Thanks JD,I'll try that on that scene you sent me and see if I can get it working..
About the skin modifier... I'm not quite sure how it works.. Ive only ever used phys with biped.
How do you bind the mesh to the biped if you arent using physique?
A tut will come in well handy, if you need a complete idiot to test with (i.e. a programmer not an artist) just lemmie know :))
Phil.
Torque 3D Owner Darren Hannah
Default Studio Name
Just a quick question, when exporting your model, have you made sure the "Command Panels -> Utilities -> DTS Exporter Utility -> Parameters -> Collapse Transforms" is not checked, otherwise the Bip01* transforms will be removed from the .DTS shape, and the sequences won't be able to attach.
--Darren