My model is exported to a .dts and loads, but i can't see it
by Robert Garrett · in Artist Corner · 06/09/2002 (7:53 pm) · 6 replies
Hi there
I'm trying to get this whole 3ds max thing worked out. I've been working on this for 14 hours straight now so I apologize beforehand for all the typos that I'm sure I will be makiing, hehe. I've followed all the tutorials to the letter for using a biped, I'm using all the default bone names and my entire mesh is linked to the bones. I've also got the bounding box that's linked to the pelvis and all the dummy objects that are required. My model is 2 meters tall and I've got the "collapse" button unchecked, any ideas?
Thx for any help
I'm trying to get this whole 3ds max thing worked out. I've been working on this for 14 hours straight now so I apologize beforehand for all the typos that I'm sure I will be makiing, hehe. I've followed all the tutorials to the letter for using a biped, I'm using all the default bone names and my entire mesh is linked to the bones. I've also got the bounding box that's linked to the pelvis and all the dummy objects that are required. My model is 2 meters tall and I've got the "collapse" button unchecked, any ideas?
Thx for any help
#2
06/09/2002 (8:06 pm)
i'm using a physique modifier, do you think that might be the problem? i read in the documentation that it was ok to do that, just slower running
#3
Alc
06/09/2002 (11:04 pm)
Do you have your detail dummy's set up? Are you using MultiRes? There is a piece on using MultiRes in the docs.Alc
#4
Logan
06/10/2002 (7:48 am)
Robert would it be possible for you to tell us more information so that we can do more than just "guess" at what is wrong with your scene? It would be quite helpful.Logan
#5
from Export Doc
06/10/2002 (1:00 pm)
You CAN NOT use physique modyfier only skin for single mesh deformationsfrom Export Doc
Quote:
Physique:
Physique is not supported for real time deformation. If you use physique, it will be exported as a 'Morph" animation. It will take a snapshot of the position of the mesh at every frame for all of the animations. Real-time deformation will not be taking place, which means it will not work with the default animations, blend animations will not work, and the transitions will not work. This also makes the files HUGE. It has to take a snapshot of every vertex (including the vertices of all the detail levels) for every frame of the animation.
Other mesh deformation modifiers like x-form and linked x-form are supported as morph animations, but as above, they will not deform in real time based on the skeleton.
#6
it is a tutorial follow thisone togheter whith the torque docs and you find out...
it took me a long way to export characters and animations but finaly I got it...
06/10/2002 (2:35 pm)
Look in the animations forum for a post of jokersgrinit is a tutorial follow thisone togheter whith the torque docs and you find out...
it took me a long way to export characters and animations but finaly I got it...
Associate Anthony Rosenbaum