Game Development Community

Help with animation?!!?

by Rhye · in Artist Corner · 01/12/2002 (6:48 pm) · 23 replies

Hi, folks. I'm a relatively experienced 3DsMax modeller, but have very little experience with character animation. This is my first attempt at game modelling.

My problem is this: I've built a model in Max4 (single mesh), added bones and physique. I've given it three different animation cycles (idle, walk, run) and am now trying to figure out how to export it for Torque.

I've got the DTSexporter plugin and have tried to add a sequence Dummy, but when I export I get the error that "Sequence 1 is missing keyframes to mark start and end." I inserted keyframes in the trackview but still no dice. *scratching head*

The model will be used in a non-violent world, so I don't need weapon attachments, damage, etc. I'm just trying to get a walking and running model into a world.

Any suggestions on places to go for Torque specific export instrux would be most appreciated.
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#1
01/12/2002 (9:58 pm)
Heh. Helps to read the threads...

I've got the sequence to work but I still haven't got the bounding box issue figured out. Also, why do I need to use morph animation vs. transform animation in the export control parameters?
#2
01/12/2002 (10:41 pm)
If you ae using Physique, the skinning information is not supported in real time (so you use morph). The Skin modifier is supported for real time deformation (skeletal deformation) so you enable transform animation.
#3
01/13/2002 (8:31 am)
Ahhh....Thanks a lot!

I'm really digging character studio, but it's deep. I did have one other question for you: my animation sequences (idle, walk, run) are not animated at 30FPS or even 15 FPS, but I noticed that the exporter has the option for FPS or N frames. Could you give me your recommendations for how I should animate the sequences as far as FPS goes,and which export FPS option I should choose?
#4
01/13/2002 (8:59 am)
The FPS settings tell the exporter how many samples to take of the MAX scene animation. It should default to 15 FPS. For most applications this works okay, so for now, just leave it there.

Joe
#5
01/13/2002 (10:00 am)
Got it. Thanks Joe.
#6
01/13/2002 (10:24 am)
Guys, I'm an idiot. I found this great tute on setting up a player model for export:
v12.ultimagroup.com/article.read.asp?article=23

I'm crawling through it now. Will get back to you.
#7
01/13/2002 (10:28 am)
Also Check out:

garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1548


You also might want to go to my profile and look at all the threads I have contributed to.
#8
01/13/2002 (12:42 pm)
great tutorial! Could one of you post an image of a sample 3DSMax schematic view. I think that I must have something linked wrong. Thanks.
#10
01/13/2002 (1:07 pm)
I see the problem. You have it reversed. The BIP and skeleton should be 'the shape' , and if you are using the Skin modifier, the BIP should be in the subtree and the meshshape should be floating in the world.

If you are using Physique, then you have it linked correctly, but you would need to enable morph animation in order for the animation to export
#11
01/13/2002 (1:32 pm)
I'm using physique for this model. I'll try skinning next. You said that the biped and skeleton should be the shape. Are you saying that everything that is currently linked to 'shape' should be linked to 'Bip01' instead? Also, you said I would need to enable morph animation to export. Are you talking about the option located under the 'export control' tab in the >helpers>general DTS objects>sequence button? If so, that is checked. My dump.dmp has a couple of lines that I'm thinking might be important. I'll post it in a minute.
#13
01/13/2002 (1:36 pm)
Hey, wait a minute...;O)
#14
01/13/2002 (1:46 pm)
If you are using Physique, then the mesh needs to be part of the shape and the BIP node and the rest of the Hierarchy are not all that important. (you have it correct already)

Based on what you described, the shape should be exporting okay.

Looking at your dump file, it does not look like it made it to the end of the file. It looks like it is stopping on the collision shape. Delete the collision shape and marker and see what happens.
#15
01/13/2002 (1:58 pm)
Nope. Same error. Could it have something to do with not having a number behind'Biped Footsteps' in my Biped subtree? Here's a line from the 'putting shape together' section of the dump. It's the only thing that was ignored...hmmm.

Ignoring node named "Bip01 Footsteps" off subtree "Bip01" because no trailing number.


Also, at the end of the dump file, I get this line:

Adding detail named "collision-1" of size -1 to subtree "shape".

Why is the size -1, and could that be a problem since it's a negative number?
#16
01/13/2002 (2:00 pm)
don't add footsteps into the skin's bones area
#17
01/13/2002 (2:02 pm)
thanks, Anthony. Do I need to add it somewhere else, or just not worry about it? I've learned Character Studio in four days, so I'm not exactly clear about why some of the things I've done work.
#18
01/13/2002 (2:08 pm)
aargghh! what the heck is a single subtree object and why-oh-why can't T2Autodetail handle it?
#19
01/13/2002 (2:42 pm)
The easiest way to fix the problemm is open up the DtsScene.cfg file that is in the same directory as your max shape and comment out the line that says

T2AutoDetail =

That should work.
#20
01/13/2002 (3:10 pm)
sorry Joe, that didn't help. I'll post the dtsScene.cfg, maybe there's something in it I'm missing...

thanks
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