Game Development Community

Help regarding .DSQ

by John Eric Domingo · in Artist Corner · 09/29/2006 (1:39 am) · 1 replies

(all done in 3ds max)
I've created a simple character for a purpose of experminenting how TGE works with animation. Setup a custom rig. (very basic one) and make sure it exported correct. even tried the .DTS export with animation without a prob. My problem is, i can't seems to work out animation with sequence. I tried only one sequence which is "walk". I exported my .DTS, .DSQ, config my .cfg and my .cs. but when i try to load it to -show there is no thread animation only the static one. thanks for helping...

Here's my workflow on that

1. created model
2. rig and skin
3. setup links (.dts have no sequence helper. is that right?) then export .dts
4. copy model file. save as walk then animate
5. created a sequence helper (setup end/begin)
6. exported as .dsq

another question is. do the schematic view setup affect how sequence animation will work?
does schematic setup have a relation between dts and dsq?

#1
10/10/2006 (3:47 am)
Hi John

Workflow looks good and yes dts do not need a sequence helper.

Here's what I had trouble with the first time:

The .cfg file needs to be in the same folder as the .max file (Not where you want to save your dsq to)

When you export the animation, delete the mesh and have only the Biped in your scene. The Root. Bip01 works as the Scene root as well it does not need to be linked to start01 but if it dont work try to link it to start01. Dont remember which one worked better.

The schematic setup of the dsq and the dts do not have to be the same. So if the DTS exported while having Bip01 as Root, you can make the DSQ with start01 as Root if needed. Course all the bones need to have the proper names etc.

Never export Bip01 (the rootnode)

Hope ya get it to work.

Cheers

Mark