Problem with submeshes on player character
by Duke Schneider · in Torque Game Engine Advanced · 07/07/2004 (8:13 am) · 8 replies
I've brought in a player character and his animations that were created and worked fine in TGE. The character's mesh has skin modifiers and is broken into submeshes(head, torso, arms etc.) . When in TSE only his right hand shows up. Following the docs I've created material maps for the model. On the visible hand I can see that the materials are working properly.
I can't figure out why the rest of the submeshes aren't appearing. I thought the engine might be choosing the last submesh in the list and considering it the entire model. Submesh_rhand145 isnt the last mesh in the list(at least in max). So I'm boggled. The model is set up like the green guy from the simple demo. The difference being that there are submeshes rather than one full mesh with a skin modifier.
I tried using "f9" in debug mode to see if the mesh was there in wireframe but not rendering. Then I realized wireframe wouldn't be working till open gl is implemented eh?.
Anyone know what I'm failing to do to have all the meshes show up?
I can't figure out why the rest of the submeshes aren't appearing. I thought the engine might be choosing the last submesh in the list and considering it the entire model. Submesh_rhand145 isnt the last mesh in the list(at least in max). So I'm boggled. The model is set up like the green guy from the simple demo. The difference being that there are submeshes rather than one full mesh with a skin modifier.
I tried using "f9" in debug mode to see if the mesh was there in wireframe but not rendering. Then I realized wireframe wouldn't be working till open gl is implemented eh?.
Anyone know what I'm failing to do to have all the meshes show up?
#2
Maybe Brian could scope them out when he gets back?
07/07/2004 (9:56 am)
If someone has time to take a peak I'd be happy to send the dts , dsq and max files for the model in a zip. Maybe Brian could scope them out when he gets back?
#3
07/07/2004 (10:35 am)
I imagine he'd be interested in taking a look when he's back.
#4
BTW, where is the example "green guy" mesh? I am having problems getting animation from skinned meshes to export from MAX 5.1 and I could really use an example file to look at.
EDIT: Nevermind, I found the green guy. There is no animation setup so it doesn't help.
TIA,J
07/07/2004 (10:57 am)
I wonder if you have to setup shader definitions for each of the mesh objects. Or maybe your normals are pointing the wrong way... just guesses.BTW, where is the example "green guy" mesh? I am having problems getting animation from skinned meshes to export from MAX 5.1 and I could really use an example file to look at.
EDIT: Nevermind, I found the green guy. There is no animation setup so it doesn't help.
TIA,J
#5
The model I have exports fine in max 4, want me to send it and see if it chokes in 5?
07/07/2004 (11:24 am)
@Joseph You probably know, but just in case.. If your using skin modifiers the hierarchy is different. The old "test guy" had submeshes which were children of their corresponding bones whereas with a skin modifier the mesh needs to outside bip hiearchy. Compare the old "test guy" schematic to the "green guy"The model I have exports fine in max 4, want me to send it and see if it chokes in 5?
#6
Nope, no dice! So I've no idea what the problem is. Should be very exciting to solve this one. If it works properly in TGE it ought to work in TSE, though.
07/07/2004 (3:37 pm)
@Joseph: I very much doubt that's the problem, since it works for a single mesh with no problem. More likely is that the mesh setup code which is called seperately from the render code uses a single vertex buffer. Let me check that.Nope, no dice! So I've no idea what the problem is. Should be very exciting to solve this one. If it works properly in TGE it ought to work in TSE, though.
#7
Thanks for the offer, but I managed to solve my issues a few minutes ago. :) If you would like me to take a look at your file and see if I can figure out what is wrong though, just EMAIL to me at darkheron@alltel.net and I'll see if anything looks out of kilter. I'm really new to Torque though, so I can't promise anything.
J
07/07/2004 (4:57 pm)
@DukeThanks for the offer, but I managed to solve my issues a few minutes ago. :) If you would like me to take a look at your file and see if I can figure out what is wrong though, just EMAIL to me at darkheron@alltel.net and I'll see if anything looks out of kilter. I'm really new to Torque though, so I can't promise anything.
J
#8
I opened the model in MAX and removed the multi-subobject material. Selected all the submeshes and reapplied the diffuse material as a standard. Exported it back out and the entire model appeared.
Unfortunately although I can see the model now the skinning isn't working. Again this model works in tge with the skin modifiers.
Some funny things happened when i tried to reapply the skin modifiers in different ways. Most noticable was if I deleted the the multi-Res without adjusting the skin, a re-export would show only the models left foot. Rebuilding the skin modifiers, only the right lower leg of the model would appear in game.
07/08/2004 (6:57 am)
Well I got the entire mesh to appear last night. I was staring at tsShape.cc (modeler animator,- just enough coding knowledge to screw things up) and it appeared to me the functions related to materials used as multi-subobjects was commented out.I opened the model in MAX and removed the multi-subobject material. Selected all the submeshes and reapplied the diffuse material as a standard. Exported it back out and the entire model appeared.
Unfortunately although I can see the model now the skinning isn't working. Again this model works in tge with the skin modifiers.
Some funny things happened when i tried to reapply the skin modifiers in different ways. Most noticable was if I deleted the the multi-Res without adjusting the skin, a re-export would show only the models left foot. Rebuilding the skin modifiers, only the right lower leg of the model would appear in game.
Associate Kyle Carter