Mesh/biped exp. problems... config file problem?
by Russell Fincher · in Artist Corner · 12/14/2006 (11:11 am) · 19 replies
I've created a test character based on the Orc's biped, my aim being to replicate the schematic/hierarchy of the Orc exactly so I can attempt to use it's .dsqs. Basically a re-skin of the Orc's biped. But despite this, I'm having no luck exporting successfully. No errors from the export plugin, but the dump file does warn me that:
Warning #101: Config file "C:...\dtsScene.cfg" not found.
And I'm unable to load the .dts into ShowTool. I've run out of things to investigate. Can someone take a quick look at my Max file (link removed) for any problems?
I'm using the latest version of the export plugin.
Russell
www.sickheadgames.com
Warning #101: Config file "C:...\dtsScene.cfg" not found.
And I'm unable to load the .dts into ShowTool. I've run out of things to investigate. Can someone take a quick look at my Max file (link removed) for any problems?
I'm using the latest version of the export plugin.
Russell
www.sickheadgames.com
About the author
Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.
#2
12/14/2006 (11:47 am)
What version of Max are you using and which exporter are you using?
#3
12/14/2006 (11:53 am)
Max 8.0 and the latest version of the exporter.
#4
12/14/2006 (12:01 pm)
Can you save the scene for Max 7? I dont have Max 8 installed on my laptop at the moment.
#5
12/14/2006 (12:17 pm)
Hm, you have me at a loss... how do I save in a previous version? Sorry, we're officially switching to Max over here and I'm still learning the ins and outs.
#6
Your multires mesh is acting up. Delete the multres Mesh and all the detail dummys except detail3 name it detail2 (Not sure but I use powers of 2 all the time, just to be sure)
Name the skinned mesh: Bodymesh2
Export
Worked for me.
Now to get Multires working you need to fix the model. I did an STL check which produced 96 errors on your Bodymesh. If you have overlapping vertices or similar errors, which STL check helps you find then Multires will break on export.
After you fixed those errors you need to make a "snapshot" of the Model call it multires::sameshname and add a multires-modifier to it. Click its generate Button.
Create Detail nodes. I use powers of two so detail2, detail32 etc
Rightclick the multires::meshname model click properties and under user defined add the following:
MULTIRES::DETAILS = 1.0,0.8,0.6,0.4,0.2
MULTIRES::SIZES = 128,96,64,32,2
Those need to correspond to the detaildummys and the numbers represent percentage of multires modification.
Hope this helps
Cheers
12/14/2006 (12:23 pm)
Hi RusselYour multires mesh is acting up. Delete the multres Mesh and all the detail dummys except detail3 name it detail2 (Not sure but I use powers of 2 all the time, just to be sure)
Name the skinned mesh: Bodymesh2
Export
Worked for me.
Now to get Multires working you need to fix the model. I did an STL check which produced 96 errors on your Bodymesh. If you have overlapping vertices or similar errors, which STL check helps you find then Multires will break on export.
After you fixed those errors you need to make a "snapshot" of the Model call it multires::sameshname and add a multires-modifier to it. Click its generate Button.
Create Detail nodes. I use powers of two so detail2, detail32 etc
Rightclick the multires::meshname model click properties and under user defined add the following:
MULTIRES::DETAILS = 1.0,0.8,0.6,0.4,0.2
MULTIRES::SIZES = 128,96,64,32,2
Those need to correspond to the detaildummys and the numbers represent percentage of multires modification.
Hope this helps
Cheers
#7
Ill take a look at the file when I get back to my main dev machine and let you know what I find.
12/14/2006 (12:24 pm)
Im not sure you actually can, now that I think of it.Ill take a look at the file when I get back to my main dev machine and let you know what I find.
#8
12/14/2006 (12:43 pm)
Thanks Thak, I'll all give that a try later today. I'm afraid my lack of proficiency with Max is showing. Gotta find those 96 errors!
#9
The nasty thing is after you fixed the faces by welding the vertices you need to re-rig the mesh with a new skin modifier.
12/14/2006 (12:57 pm)
Heh it sounds worse than it is. ;) STL check will give an error for each face that has a vertex which is bugged which usually triples the error count. As far as I can see its mostly open faces. So around the head and chest area you need to weld some vertices and at the knees.The nasty thing is after you fixed the faces by welding the vertices you need to re-rig the mesh with a new skin modifier.
#10
12/14/2006 (2:45 pm)
Heh, you obviously didn't look too closely at my rig! It's a pretty quick job. ;)
#11
And on a side note... not surprisingly, the Orc has a slightly squatty and bow-legged running animation when used on a more human biped. I expected to have to redo the run cycles in cases like those. But for the most part it looks like the stock .dsqs will work just fine for other animations.
12/14/2006 (3:20 pm)
Thanks again guys, once the MultiRes mesh was dumped and I added a few omitted bones and dummy nodes, I was able to get it up in Show Tool and running the old standard Orc animations. Should do the trick.And on a side note... not surprisingly, the Orc has a slightly squatty and bow-legged running animation when used on a more human biped. I expected to have to redo the run cycles in cases like those. But for the most part it looks like the stock .dsqs will work just fine for other animations.
#12
I reckon the Kork animations could give your little Elf Girl quite a weird walk, hehe. But yep all the dsq's from Kork work as long as all the bones are present in the DTS file. You could check out Cubix Studios Male and Female NPCs and base your Models off of those. They are more acurately human sized than Kork who stand at about 2.5 meters and have nice animations.
Shameless plug: ;) www.cubixstudio.com/
Cheers
12/14/2006 (3:30 pm)
Naw I din't check the rig, tha's rite. :)I reckon the Kork animations could give your little Elf Girl quite a weird walk, hehe. But yep all the dsq's from Kork work as long as all the bones are present in the DTS file. You could check out Cubix Studios Male and Female NPCs and base your Models off of those. They are more acurately human sized than Kork who stand at about 2.5 meters and have nice animations.
Shameless plug: ;) www.cubixstudio.com/
Cheers
#13
sequence node "Eye" not found in base shape
This keeps some animations from loading.
In Max, the dummy node "Eye" is clearly there and hooked correctly to the Bip01_Head node, but possibly isn't exporting? If I replace the "Eye" dummy node with an actual box named "Eye", the dsqs open in ShowTool correctly, but I'd rather use the dummy nodes from the biped I have instead of re-create them all. I seem to be having this problem with most, if not all of the dummy nodes in my scene.
Perhaps I'm missing something in the exporter about exporting dummy nodes?
12/18/2006 (11:57 am)
Hey fellas, I keep getting the following error when trying to load various .dsqs in ShowTool:sequence node "Eye" not found in base shape
This keeps some animations from loading.
In Max, the dummy node "Eye" is clearly there and hooked correctly to the Bip01_Head node, but possibly isn't exporting? If I replace the "Eye" dummy node with an actual box named "Eye", the dsqs open in ShowTool correctly, but I'd rather use the dummy nodes from the biped I have instead of re-create them all. I seem to be having this problem with most, if not all of the dummy nodes in my scene.
Perhaps I'm missing something in the exporter about exporting dummy nodes?
#14
AlwaysExport:
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger1
Bip01 R Finger11
Bip01 R Finger2
Bip01 R Finger21
Bip01 R Finger3
Bip01 R Finger31
Bip01 R Finger4
Bip01 R Finger41
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger1
Bip01 L Finger11
Bip01 L Finger2
Bip01 L Finger21
Bip01 L Finger3
Bip01 L Finger31
Bip01 L Finger4
Bip01 L Finger41
Bip01 Pelvis
Bip01 L Thigh
Bip01 L Calf
Bip01 L HorseLink
Bip01 L Foot
Bip01 L Toe0
Bip01 L Toe01
Bip01 L Toe02
Bip01 R Thigh
Bip01 R Calf
Bip01 R HorseLink
Bip01 R Foot
Bip01 R Toe0
Bip01 R Toe01
Bip01 R Toe02
eye
cam
Unlink
mountpoint
mount0
mount1
mount2
Ski0
Ski1
NeverExport:
Bip01 Ponytail1Nub
Bip01 Tail Nub
Bip01
Bip01 R Finger0Nub
Bip01 R Finger1Nub
Bip01 R Finger2Nub
Bip01 R Finger3Nub
Bip01 R Finger4Nub
Bip01 L Finger0Nub
Bip01 L Finger1Nub
Bip01 L Finger2Nub
Bip01 L Finger3Nub
Bip01 L Finger4Nub
Bip01 HeadNub
Bip01 L Toe0Nub
Bip01 R Toe0Nub
Then save the file into the same directory your .max file is and name it anything.cfg
The Exporter will use the first .cfg file he finds regardless of its name.
This will ensure it exports all your dummys.
Cheers
EDIT: For easy copy&paste all common BipBones named above
12/18/2006 (12:07 pm)
Heya Russel do ya have a .cfg file in the same folder as the .max file? If not create a txtfile with the following text:AlwaysExport:
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger1
Bip01 R Finger11
Bip01 R Finger2
Bip01 R Finger21
Bip01 R Finger3
Bip01 R Finger31
Bip01 R Finger4
Bip01 R Finger41
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger1
Bip01 L Finger11
Bip01 L Finger2
Bip01 L Finger21
Bip01 L Finger3
Bip01 L Finger31
Bip01 L Finger4
Bip01 L Finger41
Bip01 Pelvis
Bip01 L Thigh
Bip01 L Calf
Bip01 L HorseLink
Bip01 L Foot
Bip01 L Toe0
Bip01 L Toe01
Bip01 L Toe02
Bip01 R Thigh
Bip01 R Calf
Bip01 R HorseLink
Bip01 R Foot
Bip01 R Toe0
Bip01 R Toe01
Bip01 R Toe02
eye
cam
Unlink
mountpoint
mount0
mount1
mount2
Ski0
Ski1
NeverExport:
Bip01 Ponytail1Nub
Bip01 Tail Nub
Bip01
Bip01 R Finger0Nub
Bip01 R Finger1Nub
Bip01 R Finger2Nub
Bip01 R Finger3Nub
Bip01 R Finger4Nub
Bip01 L Finger0Nub
Bip01 L Finger1Nub
Bip01 L Finger2Nub
Bip01 L Finger3Nub
Bip01 L Finger4Nub
Bip01 HeadNub
Bip01 L Toe0Nub
Bip01 R Toe0Nub
Then save the file into the same directory your .max file is and name it anything.cfg
The Exporter will use the first .cfg file he finds regardless of its name.
This will ensure it exports all your dummys.
Cheers
EDIT: For easy copy&paste all common BipBones named above
#15
12/18/2006 (12:30 pm)
You're right, there was no config file. I added one, using your guideline above, but still I'm still getting the same error. The "Eye" node is definitely listed in the "Always Export" section.
#16
If you look in the folder that you are exporting the shape into there should be a file called "dump.html" that is created by the exporter on export. Open that file and you will be able to see if the exporter has found and read your .cfg file.
12/18/2006 (1:00 pm)
Name the .cfg file "dtsScene.cfg"If you look in the folder that you are exporting the shape into there should be a file called "dump.html" that is created by the exporter on export. Open that file and you will be able to see if the exporter has found and read your .cfg file.
#17
the Nodes in the base shape. Should be...the very first versions, had the lights still on it from Tribes][. They're gone now, but the ski* are important to include for aligning the player when dead.
12/18/2006 (1:29 pm)
the Nodes in the base shape. Should be...the very first versions, had the lights still on it from Tribes][. They're gone now, but the ski* are important to include for aligning the player when dead.
#18
I take it from the last post that the "lights" dummy nodes are not needed, then.
12/18/2006 (2:43 pm)
Thanks again, renaming the config file seemed to work.I take it from the last post that the "lights" dummy nodes are not needed, then.
#19
12/18/2006 (2:57 pm)
Nope, not anymore; unless it's hardcoded to something from eons ago....
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