Game Development Community

3dsMax exporter - character models

by Stefan · in Torque Game Engine · 11/16/2001 (3:03 am) · 2 replies

I have a character model that I have bound to a biped using the physique modifier. It works fine in 3dsmax when animating it. Now I tried to export this into the torque engine and use it as a character model, but it seems like it didn't use the physique modifier. Instead the whole model is stiff and moves with the biped object that I have bound it to (bip spine1). In order to work seperated my model into different objects like arms,legs etc. and bound them to the respective object of the biped. After doing this, the model animated quite good in the game, but some vertexes got messed up and are flying around while the model is animated. Now I have the following questions:
-Is there another way to animate a character than the one I tried? (maybe I can use the physique modifier?)
-Can I use my own figure of biped or do I have to use the biped of the original player model in order to make the animations work properly with the new model (size and count of biped parts)?
-How can I add my own sequences to a model(what is exported exactly: the biped or the model?)(where in the code are the sequences handled and specified?)

I would really appreciate answers to all my questions!
thanks already :)

#2
11/17/2001 (5:11 pm)
Hey thanks for all those links Clocks! I had already read those tuts before I posted here of course, but that forum post you mentioned last, that helped me out alot. It's still not all clear though. For example I need to make all meshes parents of Bip01 but then it works......and so on
Looks like there is still pretty much research to be done on this topic, cause there are so many different ways.