Game Development Community

Max to Dts exporting problem

by Jayawant · in Torque Game Engine · 10/06/2004 (2:31 am) · 5 replies

Hi everyone

I am using max 6

Okay here is my problem, I have my max model . All the vertices and bones are weighted correctly. bones to skin bind conrectly everything can move fine. But when I try to export dts (without animation)

display problem "skin found on linked node skin must be unlinked ".

one more
pl. give some detail eye and cam node position in max file

Am I doing something wrong? I don't think it could be that (the bounding box is set at 2.5 X 2.5m).

Help me

thanks

#1
10/06/2004 (4:05 am)
I've never had any success with the max6 exporter and there are many threads with it's issues.

Have you checked the example .max files to make sure you have all the correct settings?
#2
10/06/2004 (4:42 am)
It means that the mesh geometry that holds the 'skin' modifyer cannot be linked to the heirachy

if you unlink it you will get rid of that error
#3
10/07/2004 (8:39 am)
Try this link to a tutorial I used. It sorted quite a few issues i had with setting up a character for exporting. If you select your character then click the 'unlink selection' button on your toolbar then export, providing everything else is set up ok it should export.
Hope this helps?

http://www.garagegames.com/index.phpsec=mg&mod=resource&page=view&qid=4801
#4
10/12/2004 (10:01 am)
Any geometry or node that uses the Skin modifier cannot be linked to the DTS shape hierarchy tree. These objects must exist on the scene root (ie where you would find base01 or bip01) in order to export correctly. I believe that this is described in both the FAQ and the DTS documentation here on GarageGames.

Logan
#5
11/15/2004 (7:11 am)
Its sounds silly but its true...do not have your mesh linked to any of the bone or .dts nodes.

Easiest way to check is to open up the hierarchy window, select the mesh's node and hit the break link button in the upper left corner.

Other things to look out for:

1. When you export your .dsq files you can delete the mesh
2. Make sure there are no translation, rotation, or scale values assigned to the bounds box or your model will give you some goofy results once you bring it into the engine.
k