Animating a single Mesh with Biped
by Anthony Rosenbaum · in Artist Corner · 12/08/2001 (5:12 pm) · 20 replies
I was wonder how the linking process is supost to go . . .do you link the single mesh, body110 to bip1 or to a dummy object. I have been able to get my model to export with skin and see him in the -show area but when I load a basic walk and export it, the file loads but the mesh dosn't work. . . .can anyone HELP PLEASE!!!
Anthony
Anthony
About the author
#2
Anthony
12/08/2001 (7:26 pm)
joe are you using biped or normal bones?. . . when I export with skin it won't let bip1 get exported.Anthony
#3
Are you using the default .cfg file? If so, the Bip01 node is on the never export list, and the exporter is porbably giving you a warning message.
If this is what is happening, just comment that line out of your .cfg file.
If it is something else, then I don't know what the problem is. I export bipeds all the time and they work fine.
12/08/2001 (7:56 pm)
I use both.Are you using the default .cfg file? If so, the Bip01 node is on the never export list, and the exporter is porbably giving you a warning message.
If this is what is happening, just comment that line out of your .cfg file.
If it is something else, then I don't know what the problem is. I export bipeds all the time and they work fine.
#4
Anthony
12/08/2001 (8:00 pm)
to clarify I changed physique to skin . . unlinked the torso110 object (it is not link to any thing I think) anyway I get the error window "Cannon collaps node "Bip01" because it is a bone" so I remove the object from the list in the skins modifier and I export and get this error message "Error: bone missing from shape". . . . Where did I go wrong? what do I link the torso to . . . or should I just build bones and not use biped at all?Anthony
#5
12/08/2001 (8:08 pm)
could you post you .cfg file for me please I think the problem IS in that
#6
The second is a problem that comes up when you try to delete a bone from the skinlist.
If you try to remove a bone from the skin list in the skin modifier, the modifier is hosed and you will have to do it again.
Do not try to add it back it, it won't work correctly. Don't ever delete a bone out of the skin list if you want it to export. This is a MAX bug for which there is no workaround (except not doing it)
Try copy/pasting this into the .cfg you are using over what is there.
---------------------
AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0
NeverExport:
//Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
----------
and see it that works. I hope you have a version of the file before you removed the Bip node from the list.
12/08/2001 (8:45 pm)
The first error message is a .cfg file problem, for which the fix is below.The second is a problem that comes up when you try to delete a bone from the skinlist.
If you try to remove a bone from the skin list in the skin modifier, the modifier is hosed and you will have to do it again.
Do not try to add it back it, it won't work correctly. Don't ever delete a bone out of the skin list if you want it to export. This is a MAX bug for which there is no workaround (except not doing it)
Try copy/pasting this into the .cfg you are using over what is there.
---------------------
AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0
NeverExport:
//Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
----------
and see it that works. I hope you have a version of the file before you removed the Bip node from the list.
#7
Thanks also
Anthony
12/08/2001 (9:00 pm)
have replaced the file and had backups I went to a safe ways back and tried to export and now I am geting an "Error: bone missing from shape" any thing on that ?!?!Thanks also
Anthony
#8
This is the only time I have seen that error.
Try removing your .cfg file form the directory that your max file is in and export it without one. If it works, it is in the .cfg
If it does not work (which is what I think will happen) then it is in the skin modifier and you will have to redo it.
12/08/2001 (9:11 pm)
Bone missing from shape is the error you get when the exporter is going through the skinlist and can't find a bone that was in the list but is no longer in the list. This is the only time I have seen that error.
Try removing your .cfg file form the directory that your max file is in and export it without one. If it works, it is in the .cfg
If it does not work (which is what I think will happen) then it is in the skin modifier and you will have to redo it.
#9
12/08/2001 (9:18 pm)
I had a dummy selected but it exported still no animations though my sequence is called run . . .do I have to add that to the .cfg file ?
#10
12/08/2001 (9:24 pm)
No, but there might be other problems that you are experiencing that I can't figure out from your description. If you want, send me the file and I wil take alook at it. It might be a few days before i get a chance to check it out though.
#11
anthony
12/08/2001 (9:37 pm)
I was exporting without adjusting the skin, just letting the messed up mesh move . . . .you think that might cause the problem?anthony
#12
Not knowing exactly what you are attempting to do, I cannot be 100% certain that it will not cause a problem.
12/09/2001 (9:23 am)
No, this should not casue a problem. If things are exporting correctly, you should see exactly what you see in MAX in the showtool.Not knowing exactly what you are attempting to do, I cannot be 100% certain that it will not cause a problem.
#13
12/09/2001 (9:26 am)
i just made my mesh walk with the biped. . and default .bip files that came with max. . . applied skin to it and exported.
#14
Did you check it in -show? Is it working?
Go to "thread control" in the showtool, Is there and animation present?
12/09/2001 (9:30 am)
And you have a sequence helper with keys? Did you check it in -show? Is it working?
Go to "thread control" in the showtool, Is there and animation present?
#15
12/09/2001 (9:35 am)
the animation is present, in that the sequence called run is in there and the slider moves, just the mesh won't
#16
What version of MAX are you using? If you are using version 3, you need the Com_Skin version of the skin modifier.
12/09/2001 (9:51 am)
Hmm?What version of MAX are you using? If you are using version 3, you need the Com_Skin version of the skin modifier.
#17
12/09/2001 (9:58 am)
version R4 without updates
#18
12/09/2001 (10:05 am)
I am not sure what the problem is. It should work. I would have to see the file to figure out what the problem is.
#19
Anthony
12/09/2001 (10:11 am)
ill send you the file when I redo the biped and skin . . . oh and let me say Thank you so much I really appreicitate it!!!! Anthony
#20
Anthony
12/09/2001 (10:16 pm)
Well I rescaled everything and start with a new biped and skin . . . now when I export I get "Missing a bone error" . . . my only gues is that the dummy objects like mount0,1,2 that are linked to the biped might be cause ing error or should be linked I can't figure it out but keep trying Anthony
Torque Owner Joe Maruschak
The mesh needs to be unlinked in order for it to work. The exporter will recognize that it is a 'skin' mesh.
If you are using physique, you are not going to be able to get it working with the existing animations.