Problem with exported default Bravetree Girl Pack/Custom Mesh
by Sarah Airington · in Artist Corner · 06/04/2006 (4:06 pm) · 1 replies
Hello,
I've been working this weekend on my first attempt at getting a custom character into Torque. I purchased the Girl Pack and am using that skeleton/animations on my own custom mesh. Unfortunately I'm having trouble just re-exporting the default Jill model and having it work correctly in engine. Changing nothing on Jill when I export her (as a DTS only with animations) and look at her as an NPC (not the the player's model), the animations and mesh look good but her name (FPS example) shows right above the origin of the bounding box. (If I try to make her the player's model the game freezes at the end of loading objects, but that's Ok for now; this is a class project and we'd be happy if we could just have custom NPCs.)
My own mesh I can finally get to export with animations, however no name shows for her at all. My process for getting her into the setup was to open the Jill file, import my mesh as an obj, put it in the same place in the hierarchy as the jill mesh, change the name to be appropriate for the LOD level (name3), smooth bind my mesh to the skeleton (3 influences) then delete the jill mesh. The binding isn't pretty but I'll worry about that once she's otherwise working.
So, any clues as to what I'm doing wrong? What part of the file structure is the point where the FPS name attaches? I want to get the default Jill to export correctly first before I do too much more with my model since I know Jill really should be working. I'm using Maya 7, the (I believe) latest version of the DTS exporter tools for Maya 7 and Torque 1.4. (Our group's programmer made it so we can have separate NPCs and again I'm not concerned, yet, about getting either of these models to work as the player.)
Thank you!
Sarah
I've been working this weekend on my first attempt at getting a custom character into Torque. I purchased the Girl Pack and am using that skeleton/animations on my own custom mesh. Unfortunately I'm having trouble just re-exporting the default Jill model and having it work correctly in engine. Changing nothing on Jill when I export her (as a DTS only with animations) and look at her as an NPC (not the the player's model), the animations and mesh look good but her name (FPS example) shows right above the origin of the bounding box. (If I try to make her the player's model the game freezes at the end of loading objects, but that's Ok for now; this is a class project and we'd be happy if we could just have custom NPCs.)
My own mesh I can finally get to export with animations, however no name shows for her at all. My process for getting her into the setup was to open the Jill file, import my mesh as an obj, put it in the same place in the hierarchy as the jill mesh, change the name to be appropriate for the LOD level (name3), smooth bind my mesh to the skeleton (3 influences) then delete the jill mesh. The binding isn't pretty but I'll worry about that once she's otherwise working.
So, any clues as to what I'm doing wrong? What part of the file structure is the point where the FPS name attaches? I want to get the default Jill to export correctly first before I do too much more with my model since I know Jill really should be working. I'm using Maya 7, the (I believe) latest version of the DTS exporter tools for Maya 7 and Torque 1.4. (Our group's programmer made it so we can have separate NPCs and again I'm not concerned, yet, about getting either of these models to work as the player.)
Thank you!
Sarah
About the author
Torque Owner Sarah Airington
Sarah