Strange problem
by naaier · in Artist Corner · 06/30/2006 (2:53 am) · 6 replies
Hi all, I created a model, rigged, with all the correct nodes, bounds, everything. it loads up in showtool no problem

but when I load an animation, this is what happens

I've searched the forums, but cant find anything related to this problem.
anyone have any idea what is causing this???

but when I load an animation, this is what happens

I've searched the forums, but cant find anything related to this problem.
anyone have any idea what is causing this???
#2
06/30/2006 (11:11 pm)
Are you using max? Biped? If so, make sure you put Bip01 on the NeverExport: list in your .cfg file.
#3
@Magnus Blikstad: yes, max and biped, and bip01 is on the neverexport list.
06/30/2006 (11:55 pm)
@Surge: ground transforms?@Magnus Blikstad: yes, max and biped, and bip01 is on the neverexport list.
#4
What animation files are you using? The stock torque ones? Something you exported specifically for this model?
07/01/2006 (12:04 am)
Are you absolutely sure Bip01 isn't being exported? Check the dump file, and in showtool.What animation files are you using? The stock torque ones? Something you exported specifically for this model?
#5
I'm positive that bip01 is not being exported, checked it twice. yes, I'm using the stock torque anims.
I tried this:
took the green guy example, removed the meshes and bones only, imported my mesh and biped, deleted all the extra detail helpers, linked everything together correctly.
it exports fine and the anims are correct!
wierd
maybe the bounds?
07/02/2006 (9:54 am)
@Magnus BlikstadI'm positive that bip01 is not being exported, checked it twice. yes, I'm using the stock torque anims.
I tried this:
took the green guy example, removed the meshes and bones only, imported my mesh and biped, deleted all the extra detail helpers, linked everything together correctly.
it exports fine and the anims are correct!
wierd
maybe the bounds?
#6
As for the "up in the air" thing, yes, it could be related to the bounds. Make sure you have your bounding box pivot at 0,0,0 (that is; at ground level, between the characters feet).
07/02/2006 (4:00 pm)
If your skeleton isn't the same size etc as the stock torque animations you will get a whole lot of issues if you want to use them. The skeleton has to be pretty similar for it to work right.As for the "up in the air" thing, yes, it could be related to the bounds. Make sure you have your bounding box pivot at 0,0,0 (that is; at ground level, between the characters feet).
Torque Owner Surge
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