Game Development Community

Character looks like he has a stick up his butt

by Jimmy Sparks · in Artist Corner · 08/10/2004 (12:34 pm) · 11 replies

I finally got a character in to work, with 3 animations! However, my character looks like he's got a stick up his butt, or at least riding a unicycle when he's walking and stuff. It seems like the animations applied to the Bip01 itself are not playing, only the ones for the rest of his skeleton. Any input on how to fix this? In max the guy looks great, but it's like he's weightless now.

#1
08/10/2004 (12:43 pm)
Collapse transform in the parameters rollout of the exporter
#2
08/10/2004 (12:48 pm)
Hmm, I think I did that when I exported the .dsq files. I have to do that to the .dts also? I thought I read somewhere to do it to the .dsq, but not the .dts. Let me know. :D
#3
08/10/2004 (1:18 pm)
Max and Maya documentation is available on the Torque Page. The problem many people run into when trying to export characters from Max is that they do not take the time to read over the simple shape documentation first. Many of the basic export setup concepts are covered there.
#4
08/10/2004 (2:51 pm)
Well, I tried check marking the Collapse Transform, and re-exporting... He still animates with the same kind of stick up the keister thing. I guess I'll try it without it checked...

Also, to clarify, originally I had exported as the Torque documentation said....
#5
08/10/2004 (3:20 pm)
If you've linked the bounding box to Bip01, check to make sure that bounds is only linked to move on the Y-axis.
#6
08/10/2004 (5:12 pm)
I may sound silly but ive managed to export to torque (and succeeded) several shapes, including with collision, textured in several styles and stuff. they worked fine. as for the player..
i wil try to follow each word of the tutorial there, thank you all.
#7
08/10/2004 (6:09 pm)
Here is a trick

make a camera. Link it to the bounding box. set your viewport to the camera view.. this is pretty much what the character will look like in game. the character animates in reference to its world.. the bounding box.

what it looks like in the scene may not be what you think is being exported.
#8
08/10/2004 (6:15 pm)
Hmmm.... Maybe it's his head!

The model could be a democrat!!!
#9
08/13/2004 (12:03 pm)
@Danny, I tried that. Still the same result. Seems to have something to do with the Bip01... like Torque doesn't use any keyframes that are set on it.
#10
09/10/2004 (8:24 am)
This has been resolved, here's how(thanks to Matthes Bender):

Basically, in Max5, I had to make a dummy object and link the Bip01 to it. I also had to link the details2 and other stuff to the dummy obect as well. The dummy object became the new root of the hierarchy of the Biped. Then the programmer I'm working with had to recode the Torque exporter for Max to use the dummy object(in our case named "animroot") as the root node instead of Bip01.

Now, in game, the character has all the animation present for the Bip01. This results in proper "bobbing" up and down as he runs, as well as falling on his back when he dies.

The important parts here are recompiling the Torque exporter and relinking things in Max to accomodate the dummy object as the root node.

This was the only way I could find to resolve the problem, as most of the suggestions I got from the forums simply didn't work in my case. :(

If there is a step by step way to make it work without recoding the Torque exporter and having the hierarchy change, please let me know! :D
#11
10/24/2004 (1:23 am)
You didn't need to recompile any thing at all. The problem has to do with the camera inheriting the z transform from Bip01.

For a thorough explanation of how to fix this problem, go down to the bottom of the following thread and read what I posted:

www.garagegames.com/mg/forums/result.thread.php?qt=8490