Game Development Community

Detail Mesh Problem and Bone Hiding

by Drexel University (#0001) · in Artist Corner · 12/14/2005 (2:24 am) · 2 replies

Hi, I am a first time poster. I am developing a game for our game dev I class at college, and I was running into to some problems with the DTS exporter and characters (using 3ds max 7):

- first, the bones we used to rig the characters are always visible in the exported dts, sticking through the character mesh. Is there any way to hide them?

- secondly, when i run through the workflow for renumbering and embedding the shape (i renumber the root node of the skeleton to 2), one extra detail marker is created, detail-1. Now, in the game, the model is always ressed down to a box. But when i unlink that detail node, I lose the whole mesh and only a box is displayed as well.

Any help would be greatly appreciated. Thanks so much for your time!

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#1
12/16/2005 (5:27 pm)
The bones don't need Detail Numbers. I always use somthing along the lines of "A_Right_Leg_Bone"("A" to keep the bone on top of my selection list, My preference). All though you will link the bones to the start node they do not require a detail number. If you assign a detail number to anything you are telling the engine to render it. Negative detail numbers are primarly for collision.

I am not sure about you second question but sounds like you might have your linking screwed up. The box should be a bounding box. it is called "BOUNDS". Your root bone should no detial number attached to its name unless you want it to render. If the automation stuff doesn't work correctly with your rig then set it up manually.

Maybe try to clear up scene and see how it goes if you still have problems then repost.
Hope that helps
Matthew Jones
#2
01/25/2006 (3:36 pm)
I apologize for the lateness of my response (term break), but thank you very much for your time and help!