No details and other 1st timer troubles
by Ingar K Birkeland · in Artist Corner · 06/16/2006 (4:38 am) · 17 replies
EDIT:
Fresh start: check bottom of post for current problems regarding export of seqfiles.
I'm leaving the post up in its entirety for others.
Hi all!
I'm in the process of exporting to Torque, have seen thru some tuts without much luck, so I'm hoping you can help me.
Lets see: My Character is facing back, its got Unwrap UVW and Skin, Ive got a snapshot MultiRes::Character mesh linked to the BipCom.
The Biped has linked dummies: Eye, Light0 and Light1 to the Biphead (lights on helmet) and Cam to BipCom. Mount0 is linked to the Bip RHand, Mount1 to Spine2, mount2 to Spine1, Ski0 and Ski1 is linked to respective Feet, and The Unlink node is floating.
And of course, I've got a Bounds box mesh linked to the BIPCOM.
Qs:
Where do I link the Unlink, and is my linking and setup correct so far?
Am I missing any dummies?
I get a "no details to export" msg when I try exporting, what does that mean?
Also, when its done exporting, my mesh jumps out and floats in the air (In MAX viewports). Y?
Hope you can help with this. :)
Fresh start: check bottom of post for current problems regarding export of seqfiles.
I'm leaving the post up in its entirety for others.
Hi all!
I'm in the process of exporting to Torque, have seen thru some tuts without much luck, so I'm hoping you can help me.
Lets see: My Character is facing back, its got Unwrap UVW and Skin, Ive got a snapshot MultiRes::Character mesh linked to the BipCom.
The Biped has linked dummies: Eye, Light0 and Light1 to the Biphead (lights on helmet) and Cam to BipCom. Mount0 is linked to the Bip RHand, Mount1 to Spine2, mount2 to Spine1, Ski0 and Ski1 is linked to respective Feet, and The Unlink node is floating.
And of course, I've got a Bounds box mesh linked to the BIPCOM.
Qs:
Where do I link the Unlink, and is my linking and setup correct so far?
Am I missing any dummies?
I get a "no details to export" msg when I try exporting, what does that mean?
Also, when its done exporting, my mesh jumps out and floats in the air (In MAX viewports). Y?
Hope you can help with this. :)
#2
The "mesh jumps around" thing is because your mesh isn't at 100% scale, not really sure WHY it does this, but it's generally okay. It snaps back if you select the mesh or move the animation slider.
06/20/2006 (2:15 am)
The MultiRes:: snapshot should be linked to the Character mesh, which in turn should be linked to nothing. Also make sure you have your detail markers and the multires info lines in the snapshot properties set up properly.The "mesh jumps around" thing is because your mesh isn't at 100% scale, not really sure WHY it does this, but it's generally okay. It snaps back if you select the mesh or move the animation slider.
#3
I've started doing everything over, placing the mesh and biped correctly from scratch. Might take a while to skin, but will be back soon with an update on the progress.
06/20/2006 (3:20 am)
Ok, thanks for the fast replies. :) Detail markers definitely help :) An adjust LOD script, even better. I've started doing everything over, placing the mesh and biped correctly from scratch. Might take a while to skin, but will be back soon with an update on the progress.
#4
But still have a lot of problems, the second I put in Skin and LOD.
Q1: I read in one of the tuts that Torque could make its own LODs? Is it actually possible to export without making your own LOD? Because that isnt a problem for me, since Im just making a demogame, nothing that is going to be published.
and Q2: I get a "skin must be unlinked" error. (how is that even possible..?)
Really appreciate the help..
07/04/2006 (6:11 am)
OK, Ive done some computerkicking and screaming lately, gone back to basics and imported -just- the model into Torque, no problem. But still have a lot of problems, the second I put in Skin and LOD.
Q1: I read in one of the tuts that Torque could make its own LODs? Is it actually possible to export without making your own LOD? Because that isnt a problem for me, since Im just making a demogame, nothing that is going to be published.
and Q2: I get a "skin must be unlinked" error. (how is that even possible..?)
Really appreciate the help..
#5
http://fosters.realmwarsgame.com/maxdts/
All of your questions are answered in there.
07/04/2006 (6:19 am)
Start by reading the documentation VERY carefully. If you already have, read it again.http://fosters.realmwarsgame.com/maxdts/
All of your questions are answered in there.
#6
Now, after much back and forth and all over, I've finally managed to get a model with bones into Torque
Anyway, Ive got the model, the bones, the sequence object, but my sequences dont have any nodes in them... \:/
Appreciate any help :)
09/05/2006 (4:13 am)
Hey!Now, after much back and forth and all over, I've finally managed to get a model with bones into Torque
Anyway, Ive got the model, the bones, the sequence object, but my sequences dont have any nodes in them... \:/
Appreciate any help :)
#7
09/05/2006 (8:14 am)
Hi Ingar! You using the new exporter, or the old exporter? Post up a screenshot of your heirarchy and .cfg file and I'll take a look. I've been having some problems lately myself. :(
#8
Here is the hierarchy, the .cfg file is below:
Nodes:
Bip01
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 HeadNub
Eye
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger0Nub
Bip01 L Finger1
Bip01 L Finger11
Bip01 L Finger1Nub
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger0Nub
Bip01 R Finger1
Bip01 R Finger11
Bip01 R Finger1Nub
Mount0
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 L Toe0
Bip01 L Toe0Nub
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
Bip01 R Toe0
Bip01 R Toe0Nub
Objects:
Shape Hierarchy:
Details:
Detail128, Subtree 0, objectDetail 0, size 128
Subtrees:
Subtree 0
Bip01
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 HeadNub
Eye
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger0Nub
Bip01 L Finger1
Bip01 L Finger11
Bip01 L Finger1Nub
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger0Nub
Bip01 R Finger1
Bip01 R Finger11
Bip01 R Finger1Nub
Mount0
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 L Toe0
Bip01 L Toe0Nub
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
Bip01 R Toe0
Bip01 R Toe0Nub
Sequences:
0: Sequence01
Material list:
09/08/2006 (5:21 am)
[IMG]http://img63.imageshack.us/img63/8544/hierarchylayoutrunnw3.th.jpg[/IMG]Here is the hierarchy, the .cfg file is below:
Nodes:
Bip01
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 HeadNub
Eye
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger0Nub
Bip01 L Finger1
Bip01 L Finger11
Bip01 L Finger1Nub
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger0Nub
Bip01 R Finger1
Bip01 R Finger11
Bip01 R Finger1Nub
Mount0
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 L Toe0
Bip01 L Toe0Nub
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
Bip01 R Toe0
Bip01 R Toe0Nub
Objects:
Shape Hierarchy:
Details:
Detail128, Subtree 0, objectDetail 0, size 128
Subtrees:
Subtree 0
Bip01
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 HeadNub
Eye
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger0Nub
Bip01 L Finger1
Bip01 L Finger11
Bip01 L Finger1Nub
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger0Nub
Bip01 R Finger1
Bip01 R Finger11
Bip01 R Finger1Nub
Mount0
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 L Toe0
Bip01 L Toe0Nub
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
Bip01 R Toe0
Bip01 R Toe0Nub
Sequences:
0: Sequence01
Material list:
#9
Other than that it's difficult to say what's going wrong. Are the bones animated? The exporter only exports bones that actually move.
09/08/2006 (5:24 am)
Start off by deleting the two base0* heirarchies...Other than that it's difficult to say what's going wrong. Are the bones animated? The exporter only exports bones that actually move.
#10
Would that be significant?
09/08/2006 (5:47 am)
They are animated, but I'm wondering if I shouldnt animate with autokey, just set keys in the motion panel?Would that be significant?
#11
[IMG]http://img153.imageshack.us/img153/3363/showtoolsetupkd4.th.jpg[/IMG]
09/13/2006 (3:52 am)
Posting the Showtool messages, hope this gives better info..[IMG]http://img153.imageshack.us/img153/3363/showtoolsetupkd4.th.jpg[/IMG]
#12
09/13/2006 (4:01 am)
Btw, deleted the base hierarchies, a detail -1 dummy, and start dummies.
#13
10/26/2006 (4:13 am)
Forgot to post that I am now using the new exporter. It feels much better to have it all on ONE rollout. Thx DI !
#14
The anims are exported without any questions or errors from max, but when I try putting the animation onto the mesh in Showtool, nothing happens.
There are bones in the model, I've got the supposedly correctly exported seqfile, but there is nothing going on when I press play..
If anyone's been down this road before, please help.
I have no idea what could be wrong.
01/02/2007 (3:31 am)
Hi again, bumping this up as I still have trouble exporting the animations.The anims are exported without any questions or errors from max, but when I try putting the animation onto the mesh in Showtool, nothing happens.
There are bones in the model, I've got the supposedly correctly exported seqfile, but there is nothing going on when I press play..
If anyone's been down this road before, please help.
I have no idea what could be wrong.
#15
01/08/2007 (9:04 pm)
Open up the console (with the ~ key on your keyboard) in showtool, it should tell you if there's any errors loading the animation file.
#16
01/09/2007 (1:05 pm)
Do you set the sequence keys on the sequence helper ?
#17
So, I guess its something about my animation length or timing that's off?
When I do anything, it says "current thread index out of range"
Thanks for the tip btw :)
Billy L: Yes, like its described in the manual with adding keys in the trackbar rollout.
01/16/2007 (5:25 am)
OK!.. I get a lot of "out of range" errors like 'sequence thread out of range'. So, I guess its something about my animation length or timing that's off?
When I do anything, it says "current thread index out of range"
Thanks for the tip btw :)
Billy L: Yes, like its described in the manual with adding keys in the trackbar rollout.
Torque 3D Owner Adam
Adam deGrandis
Im unsure of the mesh moving in max after export. I've noticed this behavior too.
I dont believe you're missing any dummies.
As far as unlink goes, Im not sure where that should be linked as I don't use an unlink node.