First time DSQ/CFG animation issues
by Joseph *Nailo* Rick · in Artist Corner · 05/11/2007 (8:54 am) · 4 replies
As the title states, I'm trying to export my first dsq, and I'm not sure what I'm doing. I've gone through all of the documentation, read it, tried it and I'm confused.
This is an animation which will play over a character like a blanket:
I've set up my animation, 2 objects moving with particle effects on each, 2 objects stationary as collisions for the particles, set up a sequence node only changing the cycle attribute to 'off', and it exported fine.
I tried to do a cfg file, but to be completely honest: this part is beyond me. I know that the cam/eye/mount nodes are 'alwaysexport' as shown in the examples, but I do not know what else needs to go where.
As well: in showtools I cannot load a dsq w/o a dts yet this animation is not linked to a specific model so I have no dts to which it is inherently attatched to, does this refer to the objects which I've used in the animation?
Sorry if some of these questions come off as 'silly' but I wanted to cover my bases. Talk to me like I'm new here, take me by the hand, just be nice lol.
Update:
I got the sequence to load, finally. Now I have no image in STP, I have saved out a dts and dsq of the animation as well as the png which I'm using for texture all are in the same folder.
This is an animation which will play over a character like a blanket:
I've set up my animation, 2 objects moving with particle effects on each, 2 objects stationary as collisions for the particles, set up a sequence node only changing the cycle attribute to 'off', and it exported fine.
I tried to do a cfg file, but to be completely honest: this part is beyond me. I know that the cam/eye/mount nodes are 'alwaysexport' as shown in the examples, but I do not know what else needs to go where.
As well: in showtools I cannot load a dsq w/o a dts yet this animation is not linked to a specific model so I have no dts to which it is inherently attatched to, does this refer to the objects which I've used in the animation?
Sorry if some of these questions come off as 'silly' but I wanted to cover my bases. Talk to me like I'm new here, take me by the hand, just be nice lol.
Update:
I got the sequence to load, finally. Now I have no image in STP, I have saved out a dts and dsq of the animation as well as the png which I'm using for texture all are in the same folder.
#2
maya 8.0, maya2dts, TGE
I have an effect I'm trying to create which will be applied to various characters and props. I have 2 taurus's in motion creating surface particles. There are 2 spheres which act as collision objects for the particles. There is a vortex and newton field applied to the particles as well.
I created a sequence node named it Sequence_tpanim created a bounding box and exported the entire scene as a dts first, then exported the dsq with a cfg (tpanim.cfg) in place as well. I put the png I was using for the texture in the same folder and imported it all into STP. The sequence loaded, but I had no image.
I don't have any experience exporting animations so I don't really know where to start when trying to fix this.
Thanks for your help.
05/11/2007 (10:53 am)
Ok, here's what's going on.maya 8.0, maya2dts, TGE
I have an effect I'm trying to create which will be applied to various characters and props. I have 2 taurus's in motion creating surface particles. There are 2 spheres which act as collision objects for the particles. There is a vortex and newton field applied to the particles as well.
I created a sequence node named it Sequence_tpanim created a bounding box and exported the entire scene as a dts first, then exported the dsq with a cfg (tpanim.cfg) in place as well. I put the png I was using for the texture in the same folder and imported it all into STP. The sequence loaded, but I had no image.
I don't have any experience exporting animations so I don't really know where to start when trying to fix this.
Thanks for your help.
#3
Surge, you would be correct in the fact that maya particles don't export.
What I seem to be having troubles with now, and it's my own fault, is creating the .cfg files. I do not understand them, I don't understand much about script/code whatever and even after going through the wiki here, the reference guide from Danny Ngan, and a couple other documents I still find myself confused.
Can someone please help me understand?
Structure, what means what (nodes/cam/mounts/params/filters/etc.)
What needs to be in where (dts export vs dsq export)
Now I am going to make the assumption that an animation cannot be exported without a shape to attatch it to, hence half the reason my particle effect animation did not work.
This is very new to me, and I really don't like to admit when I do not understand something, but this is bothering me greatly. If you want, you can email me as well.
05/14/2007 (10:59 am)
Alright, after a load of reading, an email to a couple people...Surge, you would be correct in the fact that maya particles don't export.
What I seem to be having troubles with now, and it's my own fault, is creating the .cfg files. I do not understand them, I don't understand much about script/code whatever and even after going through the wiki here, the reference guide from Danny Ngan, and a couple other documents I still find myself confused.
Can someone please help me understand?
Structure, what means what (nodes/cam/mounts/params/filters/etc.)
What needs to be in where (dts export vs dsq export)
Now I am going to make the assumption that an animation cannot be exported without a shape to attatch it to, hence half the reason my particle effect animation did not work.
This is very new to me, and I really don't like to admit when I do not understand something, but this is bothering me greatly. If you want, you can email me as well.
#4
If you look up simple box tutorial, it will explain this to you. .cfg files are for complex exports
that need to have certain items included/excluded from the exporter.
I dont think you would need nodes, or mounts or anything like that just for animating an object.
And remeber a particle effect can not be exported.
That being said....
The Arcane FX system is powerful PARTICLE effect and Animation sequencer that will allow you to constrain and control particle effect.
As far as nodes. The nodes would be on the player object. And your item would get mounted to whichever node you desire. If it where the other way around that the player attached to the item, well then you would have a vehicle system.
05/14/2007 (11:31 am)
You can animate any object. Its just that you have to have specific animation for that object.If you look up simple box tutorial, it will explain this to you. .cfg files are for complex exports
that need to have certain items included/excluded from the exporter.
I dont think you would need nodes, or mounts or anything like that just for animating an object.
And remeber a particle effect can not be exported.
That being said....
The Arcane FX system is powerful PARTICLE effect and Animation sequencer that will allow you to constrain and control particle effect.
As far as nodes. The nodes would be on the player object. And your item would get mounted to whichever node you desire. If it where the other way around that the player attached to the item, well then you would have a vehicle system.
Torque Owner Surge
MDNAMEDIA
You want to animate and Export a sequence. But have no specific DTS.
I dont think this is correct.
For myself, I have a specific DTS shape, which I make DSQ animations for.
The DTS and the DSQ must match up. This is where all the nodes come into play.
As well, I dont believe you can have Exported particle effects. Can you give more specific details
concerning the software you are using.