Animated mesh won't show up at all
by Nmuta Jones · in Artist Corner · 07/02/2005 (4:07 pm) · 12 replies
Using Max 7. My simple shapes export fine into Torque. Yet when I try to export a character, (with bones, skin, etc.) what appears in Torque is....well, nothing. I see a large green wire box that is the same size as my "bounds", so Torque sees SOMETHING, but no character appears.
My checklist so far:
1. Yes, I do have a bounds that is linked to biped's root node. Bip01
2. Yes, I do have detail one, eye, cam , etc dummies
3. My charctermesh is not linked to anything in the schematic. My multires is a child of the charactermesh. (These both sit alone by themselves, linked to each other but not to anything else).
4. I am using the video tutorials at
http://torque.smdlabs.com/3dsmaxAnimationSetup.htm
as a reference and guide. By the way, these tutorials are excellent.
Here are the contents of my .cfg file:
AlwaysExport:
eye
cam
mount0
Bip01 Pelvis
Bip01 Head
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Spine3
NeverExport:
Bip01 L Finger0
I know the list seems sort of arbitrary. If my .cfg file is the problem, please tell me. I don't know if I need to type in every single bone in my hierarchy, but even if I do, I'm not sure that that is the problem.
Thanks in advance.
My checklist so far:
1. Yes, I do have a bounds that is linked to biped's root node. Bip01
2. Yes, I do have detail one, eye, cam , etc dummies
3. My charctermesh is not linked to anything in the schematic. My multires is a child of the charactermesh. (These both sit alone by themselves, linked to each other but not to anything else).
4. I am using the video tutorials at
http://torque.smdlabs.com/3dsmaxAnimationSetup.htm
as a reference and guide. By the way, these tutorials are excellent.
Here are the contents of my .cfg file:
AlwaysExport:
eye
cam
mount0
Bip01 Pelvis
Bip01 Head
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Spine3
NeverExport:
Bip01 L Finger0
I know the list seems sort of arbitrary. If my .cfg file is the problem, please tell me. I don't know if I need to type in every single bone in my hierarchy, but even if I do, I'm not sure that that is the problem.
Thanks in advance.
About the author
Lead Developer for MediaBreeze Multimedia
#2
Then I tried to add Bip01 to NeverExport list, and the exporter said "Cannot collapse Bip01 because it is a bone".
07/02/2005 (4:39 pm)
Thanks for fast reply. I wish I could post attachments. cfg file is long , but doesn't seem to mention any errors at all.Then I tried to add Bip01 to NeverExport list, and the exporter said "Cannot collapse Bip01 because it is a bone".
#3
07/02/2005 (4:42 pm)
That may be part of the problem then. You shouldn't include Bip01 in the list of bones in the skin modifier.
#4
Yet still, the character doesn't show up in Torque. Just the big box.
I have a feeling it's something small. But what isn't?
07/02/2005 (4:52 pm)
Thanks. I removed Bip01 from the skin modifier bones list, and now I don't get any error when exporting. Yet still, the character doesn't show up in Torque. Just the big box.
I have a feeling it's something small. But what isn't?
#5
Yet still, the character doesn't show up in Torque. Just the big box.
I have a feeling it's something small. But what isn't?
07/02/2005 (4:55 pm)
Thanks. I removed Bip01 from the skin modifier bones list, and now I don't get any error when exporting. Yet still, the character doesn't show up in Torque. Just the big box.
I have a feeling it's something small. But what isn't?
#6
Can you post a screenshot of your schematic view? (or send it to my email, it's in my profile). I'm still using max 6 I'm afraid otherwise I would have taken a look at the file.
07/02/2005 (4:59 pm)
As I said before; could be a number of things. Are you sure you're detail markers are set up correctly (and that your mesh is named correct?).Can you post a screenshot of your schematic view? (or send it to my email, it's in my profile). I'm still using max 6 I'm afraid otherwise I would have taken a look at the file.
#7
http://www.newmediatech.net/schematic.jpg
07/02/2005 (5:19 pm)
Here is the screenshot of my schematichttp://www.newmediatech.net/schematic.jpg
#8
When you don't use multires you should name your mesh with the same number as your detail marker, that is rename "bodymesh" to "bodymesh1".
07/02/2005 (5:22 pm)
Okay, there's your problem.When you don't use multires you should name your mesh with the same number as your detail marker, that is rename "bodymesh" to "bodymesh1".
#9
07/02/2005 (5:39 pm)
I had multires in before but I deleted it. If multires is in, what do I do?
#10
This is a bit tricky, first you need to create the detail markers you want. Say you want 4 LODs, at 128, 64, 32 and 16. (these are just examples, you'll have to tweak the exact values later. Keep in mind that the detail levels are based on how big your model is IN PIXELS in the game).
Create four markers named detail128, detail64, detail32 and detail16.
Now you need to set up the multires model. First of all make sure it's name is correct, keep the "bodymesh" name (don't change it to "bodymesh1"), and name the multires snapshot "multires::bodymesh". Link it to the bodymesh. Once this is done you have to tell the exporter how many polygons to remove at each of the levels. There's a script somewhere that does this for you but I'm not quite sure where it can be found (and I don't have time to look for it right now I'm afraid). To do this manually though you have to go into the properties of your multires snapshot and on the "User Defined" tab you have to enter something like this:
MULTIRES::DETAILS = 1.0,0.7,0.35,0.18
MULTIRES::SIZES = 128,64,32,16
::DETAILS is what setting the multires modifier will be set to for each LOD. 1.0 = 100%, 0.0 = 0%.
::SIZES is the numbers you used for your detail meshes.
That is in this example at LOD 128 you will show 100% of your faces, at LOD 64 you will show 70%, etc...
07/02/2005 (5:51 pm)
Then you most likely want more than one detail marker.This is a bit tricky, first you need to create the detail markers you want. Say you want 4 LODs, at 128, 64, 32 and 16. (these are just examples, you'll have to tweak the exact values later. Keep in mind that the detail levels are based on how big your model is IN PIXELS in the game).
Create four markers named detail128, detail64, detail32 and detail16.
Now you need to set up the multires model. First of all make sure it's name is correct, keep the "bodymesh" name (don't change it to "bodymesh1"), and name the multires snapshot "multires::bodymesh". Link it to the bodymesh. Once this is done you have to tell the exporter how many polygons to remove at each of the levels. There's a script somewhere that does this for you but I'm not quite sure where it can be found (and I don't have time to look for it right now I'm afraid). To do this manually though you have to go into the properties of your multires snapshot and on the "User Defined" tab you have to enter something like this:
MULTIRES::DETAILS = 1.0,0.7,0.35,0.18
MULTIRES::SIZES = 128,64,32,16
::DETAILS is what setting the multires modifier will be set to for each LOD. 1.0 = 100%, 0.0 = 0%.
::SIZES is the numbers you used for your detail meshes.
That is in this example at LOD 128 you will show 100% of your faces, at LOD 64 you will show 70%, etc...
#11
07/02/2005 (6:17 pm)
Wow, this is very helpful. Thanks a ton. It should be working now. I have some weighting problems so it won't export yet but once I fix those it looks like I might me in good shape. No pun intended.
#12
07/02/2005 (7:12 pm)
Yep. It worked. Thanks again Magnus Blikstad.
Torque Owner Magnus Blikstad