Need help exporting a character
by John Eric Miller · in Artist Corner · 01/20/2005 (5:41 pm) · 6 replies
I have been unable to export a character from GS using v 2.0 export plugin. Can someone take a look at my dump output and tell me what my issue is? Thanks!
#2
ps...you'll be in for some fun when you get to animating a skeletal character with nodes attached and the DTS hierarchy built; trying to save the file in gameySpacey....you'll see....don't trash the file; there's a workaround that can save it. To be honest, I've found this program[gS] far more 'difficult' to work with than either Max[which really isn't that hard] or even Milkshape...just my opinion; especially when animating....
01/20/2005 (7:12 pm)
Go ahead and post your DMP file....I'll take a look. Most of the time, it's detail markers not correctly placed in the hierarchy[built correctly...too!] or named. If it's a DSQ file, you've probably tried to remove some bones that have vertex weighting assigned; more will become clear with more data input....ps...you'll be in for some fun when you get to animating a skeletal character with nodes attached and the DTS hierarchy built; trying to save the file in gameySpacey....you'll see....don't trash the file; there's a workaround that can save it. To be honest, I've found this program[gS] far more 'difficult' to work with than either Max[which really isn't that hard] or even Milkshape...just my opinion; especially when animating....
#3
I am also running into an issue of when I save my scene after it is setup when I reload it my character isn't in the correct pose but the bones are. Have you had this issue?
01/20/2005 (8:04 pm)
What is the best way for me to post my dump file? It is larger than the text limit for a post. Can I email it to you?I am also running into an issue of when I save my scene after it is setup when I reload it my character isn't in the correct pose but the bones are. Have you had this issue?
#4
go ahead and send any files you like to my public email in my profile; dmps, .scn or .cob's, I'll take a look...and see if I can help.
PS, just sent an email to your public account...mine is putzzing out right now...
01/20/2005 (8:16 pm)
Quote:ps...you'll be in for some fun when you get to animating a skeletal character with nodes attached and the DTS hierarchy built; trying to save the file in gameySpacey....you'll see....don't trash the file; there's a workaround that can save it. To be honest, I've found this program[gS] far more 'difficult' to work with than either Max[which really isn't that hard] or even Milkshape...just my opinion; especially when animating.......yes!
go ahead and send any files you like to my public email in my profile; dmps, .scn or .cob's, I'll take a look...and see if I can help.
PS, just sent an email to your public account...mine is putzzing out right now...
#5
01/21/2005 (10:02 am)
I'm setting up a file for you, Eric, I noticed a few items that seemed out of place and some scaling issues with the bounding box and the collision shape, which for a player character isn't needed, that is defined in the player.cs file...I believe, or that may be the bounding box and the engine uses that to create the player collision, I'm not sure which; but I've never put a collision mesh object in with a player...I'll probably have something to send back later today...cheers.
#6
01/21/2005 (2:48 pm)
Awesome, I appreciate it. An example with a rigged character will be very helpful.
Torque Owner Josiah Wang
just to make this post a tad bit helpful, if you got something like "No bounds detected!" (a common one i kept getting while i was starting out), this means that you need a bounds box. This is basically a big object that encompasses the shape (like a person) and it's animation (ie if it walks, it should encompass the entire walking area).