Game Development Community

DSQ Exporter Prob

by Tim Lane · in Torque Game Engine · 09/28/2005 (2:49 am) · 1 replies

Hey everybody!

Newbie Tim here again. I gotta quick question I could use a little help with.

I've modeled and rigged a character in MAX 5.1 using Editable Mesh, Biped, and Skin. After pulling some teeth, I finally set up all the necessary stuff to export the DTS and got it to work. Displays fine in showtool; I can even bring it up in the example as a StaticShape and view it in the environment. Cool!

Now. I set up my first animation for my character in MAX. It's a 90 frame run animation that loops every 30 frames. I added the sequence helper object from the General DTS Objects tab and set the first key at frame 0 and the second key at frame 29 for a smooth loop. Went to the Utilities panel and tried to export the DSQ. I pegged the DSQ to export to its own folder I had made for it with its own .cfg file in there and everything. I pressed save and got a fatal error as MAX crashed out! No specific error message or anything! Just a

"An error has occured and the application will now close. Do you want to attempt to save a copy of the current scene?"

I read in the docs that the mesh isn't even needed so I tried it with the mesh gone and only the biped remaining. No luck. Oh, and I took "Collapse Transforms" off for both the DTS and DSQ exportings. Didn't help. Can't figure this one out. Then again, it is almost 3 A.M! I'm stumped. Any ideas? Help would be greatly appreciated guys. Thanks.

-Tim

#1
09/28/2005 (1:20 pm)
Ok, I just got it to work. I searched the threads and found a link to a DSQ export tutorial at torque.smdlabs.com/media/freeTutorials/maxdts/page5.htm. I had set the begin and end keys on the Main Track for the sequence object, Instead, I was supposed set the keys only on the Begin\End Sequence Track in the Curve Editor for the sequence object. I made the change and it exported the DSQ without crashing.

But now when I view the sequence in -show it looks different from the animation I did in MAX. Parts of the biped aren't transforming (e.g. elbows, clavicle...) and parts that weren't supposed to move are (e.g. head and neck). I don't have "Collapse Transforms" on. I don't even have any cfg. files in the folders so it would export everything. Was I right? Or should I make .cfg files anyway and try to explicitly control it like that?

-Tim