Game Development Community

Character rotated 90 degree when runs

by Storm · in Torque Game Engine · 11/01/2006 (10:29 am) · 6 replies

First of all I want to thank "jokersgrin" for posting on private forum his step-by-step tutorial on exporting character - excellent job!3 pages, and if you fallow all steps - it will work. Almost same as tut. from documentation, but created for "dummies" like me :-))
Character floats above the ground and even runs forward in torque and in show-tool - is rotated 90 degree - what is wrong, please anybody can help?

My pivot is at the ground level - same as a bonds box. I tried to place root of my biped character in 0,0,0 - still the same. In show-tool DTS file (mesh) look fine, standing on a ground, but as soon I am applying "forward" dsq animation from torque's player - he rotates 90 degree and runs above the ground level around 1 unit up. I am using 3D MAX 8 and biped (character studio) with same bone numbers as original Org character.

#1
11/01/2006 (10:42 am)
While I'm not an artist, that sounds like there's likely a problem with the ground transform in the animation.
#2
11/01/2006 (12:18 pm)
Hi Scott,

I think you're right. I was fallowing "jokersgrin's" tutorial and at one point I wasn't sure what to do. It was when he asked at step #5" "open your cfg file. Now, under parameters, uncheck Collapse Transforms then export whole shape" (http://tork.beffy.de/tutorials/modelling/max_character_export.php).

I don't understand what I should do when he asked to "uncheck Collapse Transforms". In cfg file it looks like that:
-Param::CollapseTransforms
So, I eliminated minus sign - I am not sure if this is what I should do.
#3
11/01/2006 (3:47 pm)
So far - so good. I went back to documentation file and I found out that there is no "error" section at all. So I changed my cfg and my character works perfectly. The only question to our Forum would be:

Why and when I should include this "error" section in cfg. Is it for "dump" file to understand when and where something will go wrong?

This is the section:

+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms

-Param::findMergeIndices
-Param::computeScreenError
#4
11/02/2006 (6:13 am)
Glad to hear you got it working. If I had to guess, I would have to say that is probably what it is used for, but I honestly don't know. Hopefully an artist familiar with it can answer that.
#5
11/02/2006 (9:14 am)
In 3DSMax, when you view the character from a "front" view is its back to you? Torque expects models to be oriented a certain way when they are exported. Also, try rotating your "cam" node 90 degrees in various directions and see how it works.
#6
11/02/2006 (3:43 pm)
Thanks guys for your help. Everything works now. I just still have a hard time to understand the bottom of cfg file with "error" section. I know, all this is ease - just one need more time and go slow step by step. Thanks again