Game Development Community

Working DTS, no working DSQ

by Michael Niedda · in Artist Corner · 12/21/2005 (1:32 pm) · 19 replies

I'm having a problem with my root anim, I just want to make sure the bones are working so I have the character waving arms and legs. When I export the DTS, everything seems fine, it loads and shows off everything like it should, except for the LOD, for some reason, I can't get the multires to work right even though I set 2 LOD levels correctly in User Defined.

Anyways, I set the Root anim scene up correctly, or so I think. I inserted a sequence node, named it Root, set the keys, deleted the mesh and multires::mesh, made sure my .cs file was correct;

datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./mechobot.dts";
sequence0 = "./mechobot_root.dsq root";
};

Checked the .cfg file too, I didnt change anything im using default settings;

AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0

NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
mountpoint
DELETE*
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2

+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms

//=Params::T2AutoDetail -1

When I load the DTS in ShowTool Pro, model looks fine, as soon as I load the DSQ, nothing happens. Nothing moves.

Any suggestions?

#1
12/21/2005 (1:35 pm)
Oh, I'm using Max 8/Character Studio with Max 7 DTS exporter FYI
#2
12/21/2005 (1:47 pm)
There's most likely some node in the DSQ that doesn't exist in the DTS, hit ~ in showtool to open up the console and check for errors (after loading the dsq).
#3
12/21/2005 (1:52 pm)
Freddy: Is this SkINNED MESH or a RIGID OBJECT, again? I don't believe a rigidly linked shape will load DSQ files[even with MultiRes modifier applied]...the shape needs to be a skinned mesh object I believe. If this is a rigidly weighted object, you'll have to preload the sequences in the shape before exporting...

...and what Magnus said. Console will produce the error and let you know what node is missing from the DTS reference shape. If the .log says nothing; I'd say it's the rigid object caveat.

...try exporting with the sequence embedded and see if it arrives with the DTS shape.
#4
12/21/2005 (2:06 pm)
Rex; What do you mean with "rigid object"? It works just fine to simply split your mesh up into segments and link them to the skeleton. My "golem" model (www.blikstad.com/momShots/2.jpg) was made that way.

As for the multires problem, it's hard to say what it might be. There are a lot of things that could go wrong. I did notice the last couple of lines in your .cfg files look slightly different than mine though. Try this:

+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms

-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0


I'm guessing it might be the T2AutoDetail setting that's messing it up for you.
Also make sure you run unmessdts on the exported dts.
#5
12/21/2005 (2:36 pm)
...Actually, you're right, now that I think of it, my first Max based simple player was the box shaped tutorial which was segmented and it loaded all the sequences just fine; my bad, I'm thinking of Milkshape3d ...mixing my apples and oranges again, I use a few programs to generate shapes and it gets a little hard remembering all the programs caveats, ;).
#6
12/21/2005 (2:46 pm)
Rex, its skinned, i attached all the mesh pieces together and skinned it as one whole mesh. Theres 2 places where theres some blending, but other than that, the pieces act rigid.

I looked at the console in ShowTool Pro, it didnt give me any errors except "DEObject::set/get/pause Currentthread/Sequence: (Current thread) index is out of range" messages in red font.

Im re exporting the DTS with Magnus's .cfg settings now. Oh btw Magnus nice Golem model :) How big is that sucker? 7 or 8 units high?
#7
12/21/2005 (2:55 pm)
I add the root node to the actual dts file! .. with multires and mesh attached! ...keyframed between frame 0-1

i dont actually have a separate root dsq file.. cus i dont need one..
#8
12/21/2005 (2:58 pm)
Hm. Not sure what it might be then, are you sure there's no other error? Did you export the animation with the same .cfg file as the dts?
Otherwise I'm afraid I can't help any more without seeing the actual files.


Quote:How big is that sucker? 7 or 8 units high?
Not sure how large the one in the screenshot is, all the models in this game were created at rough
#9
12/21/2005 (2:59 pm)
Ok...so now I can't load the DTS after using the new cfg settings, it gives me that "One or more objects are invalid blah blah blah" error and askes if I want to load anyway. Of course...it loads in the old Show tool, but I read somewhere that it doesnt matter anymore, cuz it doesnt mean it'll work in the engine.

Also, HOW do I load the unmessdts on the exported DTS? Is there some script i can use when exporting from Max?
#10
12/21/2005 (3:07 pm)
Unmessdts is an exe file (not entirely sure where to find it though but it should be floating around somewhere).
You run it with unmessdts.exe yourolddts.dts yournewdts.dts
#11
12/21/2005 (3:10 pm)
Oh, and here's the script I wrote to export from max and automatically run unmessdts (put unmessdts.exe somewhere where the system can find it, like your windows folder).

macroScript ExportDTS
	category:"WIT"
	internalcategory:"WIT"
	buttontext:"ExportDTS"
	toolTip:"ExportDTS" 
(
	fname = maxfilepath + getFilenameFile(maxFileName) + ".dts"
	exportFile fname
	DOSCommand ("unmessdts.exe \"" + fname + "\" \"" + fname + "\"")
)
#12
12/21/2005 (3:15 pm)
NICE! Well, so far I got the DTS to appear in ShowTool Pro after running the script AND the multires works!

1 down 1 to go! ;) Thanx alot for the help guys.
#13
12/21/2005 (4:22 pm)
Im looking at my Dump file and I noticed that on the second pass, it removes the eye node and Bip01 Footsteps and adds all the other bones, then on the third pass it removes all the bones from the sequence;

Third pass: Collapsing unneeded nodes...

Removing node "Bip01"
Removing node "Bip01 Pelvis"
Removing node "Bip01 Spine"
Removing node "Bip01 Spine1"
Removing node "Bip01 Neck"
Removing node "Bip01 Head"
Removing node "Bip01 HeadNub"
Removing node "Bip01 L Clavicle"
Removing node "Bip01 L UpperArm"
Removing node "Bip01 L Forearm"
Removing node "Bip01 L Hand"
Removing node "Bip01 L Finger0"
Removing node "Bip01 L Finger01"
Removing node "Bip01 L Finger02"
Removing node "Bip01 L Finger0Nub"
Removing node "Bip01 L Finger1"
Removing node "Bip01 L Finger11"
Removing node "Bip01 L Finger12"
Removing node "Bip01 L Finger1Nub"
Removing node "Bip01 L Finger2"
Removing node "Bip01 L Finger21"
Removing node "Bip01 L Finger22"
Removing node "Bip01 L Finger2Nub"
Removing node "Bip01 L Finger3"
Removing node "Bip01 L Finger31"
Removing node "Bip01 L Finger32"
Removing node "Bip01 L Finger3Nub"
Removing node "Bip01 L Arm Gear"
Removing node "Bip01 R Clavicle"
Removing node "Bip01 R UpperArm"
Removing node "Bip01 R Forearm"
Removing node "Bip01 R Hand"
Removing node "Bip01 R Finger0"
Removing node "Bip01 R Finger01"
Removing node "Bip01 R Finger02"
Removing node "Bip01 R Finger0Nub"
Removing node "Bip01 R Finger1"
Removing node "Bip01 R Finger11"
Removing node "Bip01 R Finger12"
Removing node "Bip01 R Finger1Nub"
Removing node "Bip01 R Finger2"
Removing node "Bip01 R Finger21"
Removing node "Bip01 R Finger22"
Removing node "Bip01 R Finger2Nub"
Removing node "Bip01 R Finger3"
Removing node "Bip01 R Finger31"
Removing node "Bip01 R Finger32"
Removing node "Bip01 R Finger3Nub"
Removing node "Bip01 R Arm Gear"
Removing node "Bip01 Chest Plate"
Removing node "Bip01 L Panel"
Removing node "Bip01 R Panel"
Removing node "Bip01 Alt Head"
Removing node "Bip01 Upper Brow"
Removing node "Bip01 Lower Brow"
Removing node "Bip01 L Thigh"
Removing node "Bip01 L Calf"
Removing node "Bip01 L Foot"
Removing node "Bip01 L Toe0"
Removing node "Bip01 L Toe0Nub"
Removing node "Bip01 L Leg Gear"
Removing node "Bip01 R Thigh"
Removing node "Bip01 R Calf"
Removing node "Bip01 R Foot"
Removing node "Bip01 R Toe0"
Removing node "Bip01 R Toe0Nub"
Removing node "Bip01 R Leg Gear"
Removing node "Bip01 Pilot"
Removing node "Bip01 Waist"
Removing node "Bip01 Crotch Gear"

Add default object states...


Add default node states...


Adding 1 sequences...

Adding sequence 0 named "root"
Enabled animation: T , Forced animation: T , Default priority = 0.
Ignoring ground transform.
Duration = 0.70000, secPerFrame = 0.03333, # frames = 21
Sequence includes 0 nodes, 0 objects, 0 decals, and 0 ifl materials
0 rotations, 0 translations, 0 scales


So, I'm way stumped here.
#14
12/21/2005 (4:25 pm)
Second pass: put shape structure together...

Ignoring node named "Bip01 Footsteps" off subtree "Bip01" because no trailing number.
Ignoring node named "eye" off subtree "Bip01" because no trailing number.
#15
12/21/2005 (6:49 pm)
I fixed the "Third pass: Collapsing unneeded nodes..." it keeps all the nodes and adds translation and rotations to the bones, I even added all the bones I want exported to the .cfg file, everything seems fine....but no animation...

The DSQ's file size doesnt ever get bigger than 6kb. Is there such thing as too many bones or too many polys?
#16
12/21/2005 (7:16 pm)
A pic of your schematic view might help...

to many poly's?
yeah but its doubtful your at that level ..think 10'000 x "X amount"

to many bones?
i've seem models with near a hundred :/

as for the dsq file size.. dsq files are generally quite small as they only contain transform information (animations)..

if you wish send me the file and config ..leave the texture out if your paranoid or something
mrludorama (@) gmail . com

sending both the dts & dsq max file would be better for troubleshooting purposes
#17
12/21/2005 (7:27 pm)
This one definitely seem quite strange, if there's no animation on a bone it will get culled out but you did say you had "waving arms and legs", are you sure the sequence helper is setup correctly?

If you can't work it out I'd be happy to take a look at your files too, it's easier to troubleshoot these things when you can take a look at what's going on and actually try things. Most of the time it's something really simple.

You'll find my email in my profile if you want my help.
#18
12/21/2005 (8:08 pm)
I swear my brain is about to explode!!

Now its seems to be working fine, animation and all because I took Bip01 off the "Never Export" list in my .cfg file....wth?? lol
Its been there ever since I first touched Torque 4 days ago, oh man I can finally sleep.

For some reason everyone has been telling me that Bip01 has to be in the Never Export list, why? All my anims work now. :P
#19
12/22/2005 (5:27 am)
Bip01 messes up the orientation most times.. its got a screwy pivot.. so you may have an upside down model ingame..

but if its working for ya! ...leave it in