Getting models to work woth Ragdollpack and Default Anim
by Vas · in Artist Corner · 07/29/2006 (2:13 am) · 7 replies
Hi guys,
I am making models for a client that need the model to work with both - the torques 30 built-in DSQ animations and the Ragdoll Pack" . I do not know how to acomplish this since you know that maya namings use that _ inbetween .
Thanks in advance
Vas
I am making models for a client that need the model to work with both - the torques 30 built-in DSQ animations and the Ragdoll Pack" . I do not know how to acomplish this since you know that maya namings use that _ inbetween .
Thanks in advance
Vas
#2
its looking for the default player bone naming there is a exsaple of this were you got the dts plugin
called default player for maya.
Default player nodes:
base01
start01
Bip01_Pelvis
Bip01_Spine
Bip01_Spine1
Bip01_Spine2
Bip01_Neck
Bip01_Head
Eye
Bip01_L_Clavicle
Bip01_L_UpperArm
Bip01_L_Forearm
Bip01_L_Hand
Bip01_R_Clavicle
Bip01_R_UpperArm
Bip01_R_Forearm
Bip01_R_Hand
Mount0
Light0
Light1
Mount1
Mount2
Bip01_L_Thigh
Bip01_L_Calf
Bip01_L_Foot
Ski0
Bip01_R_Thigh
Bip01_R_Calf
Bip01_R_Foot
Ski1
Unlink
Cam
08/04/2006 (12:12 pm)
What you got no docs with the pack? i never seen this pack but if its like any of the other TGE stuffits looking for the default player bone naming there is a exsaple of this were you got the dts plugin
called default player for maya.
Default player nodes:
base01
start01
Bip01_Pelvis
Bip01_Spine
Bip01_Spine1
Bip01_Spine2
Bip01_Neck
Bip01_Head
Eye
Bip01_L_Clavicle
Bip01_L_UpperArm
Bip01_L_Forearm
Bip01_L_Hand
Bip01_R_Clavicle
Bip01_R_UpperArm
Bip01_R_Forearm
Bip01_R_Hand
Mount0
Light0
Light1
Mount1
Mount2
Bip01_L_Thigh
Bip01_L_Calf
Bip01_L_Foot
Ski0
Bip01_R_Thigh
Bip01_R_Calf
Bip01_R_Foot
Ski1
Unlink
Cam
#3
08/05/2006 (2:33 am)
Hey thank you for your reply but if you read my post - the bone namings are the problem. Maya doesn't allow spaces between the names so a 'Bip01 Pelvis' must be named Bip01_Pelvis in maya. This isn't a problem at all if the model wasnt suposed to work with premade dsq animations that demand proper node namings with spaces inbewtween and not '_'.
#4
08/05/2006 (8:25 am)
Then there is no fix using Maya the artist more then likely used max to create the pack if you had max your could pass your models/sets through that with FBX.
#5
08/05/2006 (9:00 am)
Let's forget about the ragdoll pack for now. So it's not possible to get Maya models to work with Torque's dsq animations because Torque requires a space i.e. Bip01 Pelvis whereas Maya cannot have spaces i.e. Bip01_Pelvis? Is that the case?
#6
maya dsq's on max exported models and vice versa the bone names are not the same so it dont work..
can always ask Product Support if there is a fix.
08/05/2006 (1:54 pm)
If the ragdall pack don't have dsq's with the maya "_" naming it wont work i have tied to use maya dsq's on max exported models and vice versa the bone names are not the same so it dont work..
can always ask Product Support if there is a fix.
#7
Nick
08/09/2006 (2:57 am)
Thanks for all your help Dave. We will be using custom made animations for our models.Nick
Torque Owner Nick Zafiris
Nick