Game Development Community

Help export character from max?

by naaier · in Artist Corner · 06/27/2006 (5:11 am) · 8 replies

Hello all, Im new to torque, while I'm waiting for payday (yay, buy tge+tse+tlk=happiness),
I decided to start transforming some of my character models so as to get them into torque.

here's where the problem comes in..... I'm doing something wrong, I dont know what, its probably something real noobish, but I cant get them exported properly, can anyone walk me through an export?

if the community can help me with this, I will release a character pack with four characters for free for the community to use ATW.

anyone? please?

About the author


#1
06/27/2006 (8:52 am)
There are a plethora of documents covering this on both TDN and from the Artists download page. As such having someone describe to you the process once again would not only be time consuming but a waste of both your time and their time.

As such if you have a specific issue or problem that is occuring, please say so and people will be more than willing to help, but just saying that you need someone to hold your hand before you have put the effort in to read any of the docs is asking a bit too much IMHO.
#2
06/27/2006 (11:40 am)
Thanks, I played around with different linking, got a combo that worked, but it exports the model face down.

any idea how to correct this?

files.photojerk.com/naaier/torquetest1.jpg
#3
06/27/2006 (1:34 pm)
I would look at the rotation transform for your rig control nodes, it should all be 0,0,0 if it isnt you risk getting what you see here. If you build a node in soemthing other than the top viewport you will instantly create a rotation offset.

Also sometimes biped will have a 0,90,0 rotation (or something like that) when you create it, there isnt anything you can do to correct this but cull the bip01 node out in the CFG at export.
#4
06/27/2006 (3:00 pm)
How about the box trick? Did you reset your mesh with it?
Look at any example Torque ready character and examine the .cfg file.
I suggest reading and re-reading chapter 8 from the stock torque documents.
#5
06/27/2006 (3:32 pm)
Yes, I did the box trick, but I copy the weightlist first, then when I reskin it, I paste the weightlist back. that shouldnt affect it though?

I also tried rotating bip01 -90*, (which rotates everything in the scene), opposite to how it shows in showtool, but it still shows the same.
#6
06/28/2006 (5:06 am)
Did you move around your bounds at all? Id check its pivot and make sure its oriented correctly.
#7
06/28/2006 (6:34 am)
I weight everything through the Skin Modifier,visually, maybey copying the data is the wrong approach?
#8
06/28/2006 (7:36 am)
@ L Foster
you where correct, the biped was rotated. I simply deleted the biped, created a new one, exported fine, stands up! yay.

@ Adam deGrandis
the bounds where fine, ( I'm using an articulated, skinned bounding box that conforms and transforms with the mesh)

@ Surge
your aproach is fine, but when you gotta weight a character, to get the deformations right, I kinda tend to do it once per character, then create a weight mesh and save it to use after transformations are done. it only retains the weighting info, no transform info