Game Development Community

DSQ Export Problems

by Bill Henderson · in Torque Game Engine · 01/11/2002 (8:17 am) · 6 replies

Does anyone know what this error is?

"Illegal transform animation detected between collapsed node 'submesh_head145' and 'bounds'"

I exported a simple box with a simple animation just fine, but with a biped I can't even seem to move an arm without getting blasted by the above error. I have my sequence object in the scene, and it exports just fine as a dts or dsq until I animate anything. It would help a lot if someone could explain what a "node" is, and the requirements for biped animation. Thanks!

#1
01/11/2002 (8:34 am)
Try scaling your bounding box so it fits around the entire model throughout the entire animation.

Sounds like a part of the model sticks outside the bounding box during the anmation.

// Clocks out
#2
01/14/2002 (9:45 am)
Thanks, I think I already figured out
#3
04/20/2002 (11:41 pm)
Whats a good .cfg set up for arm animations. I want to make it so the dsq is holding a pistol with both hands.
#4
04/21/2002 (9:41 am)
Sam you would need to do that in the 3D application itself. The CFG files are used to tell the exporter specific things to keep and ignore when creating the DTS or DSQs.

Logan
#5
04/21/2002 (5:16 pm)
Yeah I know this. So what is a good .cfg set up? What should I export and what shouldnt I? Plus what keys are already taken by the other dsq's? It seems when I use the one I exported it has a problem doing other animations or other animations screw with the one I exported. The player model has 55 key frames, could I add more to the dsq and it still work?

The animation I have is conflicting with the look up and down animations of the arms, if I look all the way down then the anim sets exactly as I have it in max, how do I get it so that when Im looking straight its normal?
#6
04/21/2002 (6:02 pm)
Set up your .cfg so it only includes the arm nodes in the shape. Set the sequence to be a blend so it does not conflict with the other animations.

Make sure that your blend animation is in the correct reference position (the root position on frame 0)