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How to use default animations, exporting just dts?

by Garrett Eidsvig · in Artist Corner · 02/08/2007 (12:10 am) · 12 replies

Hi garagegames gurus. I have not found any info on this type of problem, so I'm creating a new thread.

I've been able to create custom animations in the past, but am having great difficulty getting a character model to export to use the default dsq animations. I have a standard biped rig, and have added Orc/Tribes extras to make it match. This is what I have so far:


Shape Hierarchy:
--Details:
----Detail0, Subtree 0, objectDetail 0, size 0

--Subtrees:
----Subtree 0
------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 L Finger0
--------------------------Bip01 L Finger01
----------------------------Bip01 L Finger02
------------------Bip01 R Clavicle
--------------------Bip01 R UpperArm
----------------------Bip01 R Forearm
------------------------Bip01 R Hand
--------------------------Bip01 R Finger0
----------------------------Bip01 R Finger01
------------------------------Bip01 R Finger02
--------------------------------Mount0
----------------Mount2
----------------Mount1
------------Bip01 L Thigh
--------------Bip01 L Calf
----------------Bip01 L Foot
------------------Ski0
------------Bip01 R Thigh
--------------Bip01 R Calf
----------------Bip01 R Foot
------------------Ski1


The model exports without a hitch to a player.dts and so i expect it to work in showtool, it displays, but wont hook up with the default cfg or dsq's.

I looked at the in game console messages, and all I can find is a message:
".......Loading compiled script starter.fps/data/shapes/player/player.cs.
Sequence import failed: sequence node "Unlink" not found in base shape.
starter.fps/data/shapes/player/players.cs (0): preload failed for PlayerDts: Load sequence starter.fps........."

To give a further background:
- I started with the orc player.max file - created a new rig to match that of the orc rig (naming convention of 02 then when matched skeleton i deleted the orc rig, and changed new rig to 01)
- I attached the ski0, ski1, mount0, mount1, mount2, eye to the hierarchy as was originally on orc model
- used default player.cfg that is in the same directory as the player.max orc file
- I have a node "Unlink" attached to bip01 as was in the original player.max orc file

Oh, and my player.cfg file info: (includes Unlink forced export... didnt work though, which is why i'm here...)
AlwaysExport:
eye
cam
Unlink
mount0
mount1
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Pelvis
Bip01 Head
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot

NeverExport:
Bip01
Bip01 HeadNub
Bip01 L Finger0Nub
Bip01 R Finger0Nub
Dummy*
Bip01 L Toe*
Bip01 R Toe*

DELETE*

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

//=Params::T2AutoDetail -1



I appreciate any well thought out suggestions, and really appreciate a solution.
Thanks.

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#1
02/08/2007 (2:05 am)
The thing to focus on is the name you have given the animations--not the various joints and stuff.

There are a couple different ways to go about it, and I can't say I haven't had a little trouble with it, but I believe the main command is setActionThread.
#2
02/08/2007 (5:08 am)
I haven't used Max but the error message just states that you are missing the Unlink node. I see you have it in the cfg file but is it actually in the max file are well?
#3
02/08/2007 (5:11 am)
The name of the animation has noting to do with him trying to use the default dsq's on a custom model. (not trying to be mean)

If I understand what he is asking then he is trying to get a custom model to use the default dsq's that come with kork and having problems with the unlink node. My artist has tried a few things and gotten mixed results, mainly the animations don't look right, but they do get loaded.

I believe we used milkshape to setup our custom character.

Are you sure that you need the "Unlink" node?

Have you tried looking at the exported model in showtool and checking the nodes to see if unlink is there or not?
#4
02/08/2007 (9:36 am)
@Lee - thanks, but I don't intend to do any animations with this file, I want to use the default animations TGE starter.fps comes with. All I want is an identical rig, or one that automatically hooks into the original. I don't want to play with scripts, or sequences. Just the dts export of the mesh and rig.

@BigPapa - The Unlink is in the 3ds player file, I have it linked to Bip01 just as it is shown in the hierarchy in the original orc player.max file. I have it set to force export in cfg file. But yet it does not, and the error message thrown in game shows that also.


I've even tried exporting the original player.max file, and it shows a poorly exported model. One where there are huge triangle spikes that shoot across the screen. I'm not too sure if even my exporter for max is bugged.
#5
02/08/2007 (9:36 am)
@Anthony - yes, you understand what I'm trying to do. And I'm not sure I need the Unlink node at all, but the message tells me I do, so i am trying to do it. I've tried using showtool, and have had various results. Showing just the dts of my player I see the mesh and skeleton nicely. But when I try to import dts and cfg it will crash the program, and the error messages are basically unreadable HEX values. I'll check for the unlink node in showtool tonight in the dts, but somehow I think I'm missing the point on this one.
#6
02/08/2007 (9:47 am)
Also, I don't know if this info would help:
- I have one mesh "bodymesh0" with one lod node "Detail0"
- a few other meshes that i have hidden in 3ds max, which I plan to swap in and out of the model (armor, hair, hat) - should i force NeverExport on these other meshes?
#7
02/08/2007 (3:23 pm)
If the hierarchy listed above is indeed the dts shape, there is no Unlink and Cam Nodes in the DTS shape and the SDK default sequences have these Nodes, so it's no surprise the dsq's are not loading...

Somewhere along the lines of setting up the shape for export, those objects didn't get exported, or didn't export correctly.
#8
02/23/2007 (11:39 am)
@Rex - I did have the Cam and Unlink nodes in my max file, they just would not export.

I've since purchased the Adam Pack, and am trying to take advantage of the 'open source' on that file to use it's animations. I'm really just trying to avoid doing all the animations in dsq files from scratch.

I still think it should be a requirement by GarageGames to make a way to use the kork/orc default animations. That or they do another model and ship that as default. The code is open source, why not the model too?
#9
02/24/2007 (7:32 pm)
Solution to my problem :
- changed the player.cfg export file to include force export for Unlink AND force export on cam
- changed the player.max file to have "cam" node linked to Unlink node (THIS WAS THE MISSING PEICE)

Now I can choose between default kork animations and the adampack ones. :)

Thanks for your help and suggestions guys!
#10
02/24/2007 (10:38 pm)
Has anyone been able to create a player and armature in Blender and make it work with the default animations? I tried it but the models are jumbled up in the game when loaded. I suspect it may be the bone rotation and size but not sure. Any help is greatly appreciated.
#11
02/26/2007 (9:47 am)
@BigPapa - I only know of a few people that ever tried blender, and none got animations working, because they didnt stick with that app. I'd suggest making a new thread, since people will read my first post and think 3dmax not blender. Good luck.
#12
04/03/2007 (11:10 am)
I had the same problem, only my cam WAS linked to my unlink node.

When I investigated the Debug.html, i got this message;

Ignoring node named "cam" off subtree "unlink" because no trailing number.

I guess that, this was why unlink doesn't exist... so, i linked it to Bip01. Now, it exports fine, and so does cam... but the default animations will not load. Since I am using the AFX Combo Pack, I get an error generated by their script... but it informs me that there was an error loading that DSQ file, and a series of errors informing me that a whole list of default sequences couldn't be found (no surprise).

When I load the DTS into ShowTool Pro, and try to import a stock DSQ file, it plays the sequence... but first it spawns a second skin, roughly at the level of Bip01 Pelvis, and at the angle of Bip01 Spine. With some of the sequences, the 2nd skin is turned 90deg around the Z-axis.

The obvious reason is, the sequences root at Unlink, which should be at 0,0,0; but since I have it linked to Bip01, it is inheriting positional info from it. Unlink should not be linked to anything, as far as I know... thus the name...?

However, if it remains unlinked, it does not export. I am confused!

This is the closest thread that I have found to my problem, and it is just different enough so that the answer doesnt work :P

If anyone has any insight, please let me know! thanks!

EDIT: I have since found out that unlink IS supposed to be linked to Bip01, at least according to the most recent slew of tutorials and posts - and Bip01 is supposed to be excluded from both the skin modifier, and the export (that was why the guy was turning 90deg).

Nonetheless, the default DSQ animations still don't load in TGE, and in showtool pro the spawn a new guy, at the level and orientation of the pelvis, not the ground. It looks odd, having a 2nd guy sticking out of the 1st guy's belly, and moving... it looks almost geiger-esque...

HELP!