Game Development Community

Exporting an animated model (dts/dsq)

by Symbols · in Torque Game Engine · 02/17/2005 (1:11 pm) · 2 replies

Hi there.

I have just finished a model of a character, he is made of several meshes i.e Body, Armour etc...

In 3D Max 7 I have used a biped and with the meshes I have applied Physique in order to alter the models mesh when linked to the biped node.

After creating the sequence dummy object and animating the biped, everything looks fine in 3Dmax, but when I view its with Torque Show Tool, and load in the dsq, I only get standard transforms of the meshes themselves and not the direct effects of the Biped being animated. It looks like the biped is not getting exported..

I figure I need to use the skinning tool.. I got exporting errors in adding a skin modifer though.. it says skin must be unlinked.
Please can anyone help.

Thanks. - Symbols -

#1
02/17/2005 (3:30 pm)
A few things:
To check if your biped is getting exported check the dump file. Near the bottom it will list the hierarchy that was exported.

Are you using a cfg file? Try not using one and in the DTS Exporter, uncheck collapse transforms to have it export all the nodes.

Physique is NOT reccomend to be used with Torque because it does not support real-time deformation. This means your animation will be exported as a morph and your files will be very large, blends wont work either. Stick with the skin modifier.

There is a lot of information on the "skin must be unlinked" error if you search around, as it is a common issue. The answer is also in the troubleshooting comon problems page located here.

To quote that page "Skinned objects should not be linked as a child to any other object in your scene, they should only be linked to other objects that are necessary to make the skeletal deformation occur correctly. Unlink your skinned object from its parent."
#2
02/17/2005 (5:03 pm)
Ok, I've done like you said and this time it almost exported without errors...

I had this error : 'Error: Bones missing from shape'.

I'm testing on the body and not the armour, so only the bodymesh has a skin modifier and has been unlinked from its parent.

After checking the dump file I saw nothing wrong with that.

The full biped is added to the skin of the bodymesh. I wonder what could be the problem, I see no help on this from the link you gave me, although this is a useful link.