what to add when exporting animation...
by Chairwalker · in Artist Corner · 07/20/2002 (5:38 pm) · 4 replies
Ok, i have a model.
I have a biped.
A skin modifier,
And i exported it and it works like a charm.
But...
Now i want to add my own animation's.
What kind of dummies would i need to create ?
I read this tutorial : http://www.garagegames.com/docs/torque/tools/max2dts/index.html
But all it tell's me is what kind of animation there is and stuff like that...
So im asking, What do i need to do to get my animation to properly export into a working dsq file....
I have a biped.
A skin modifier,
And i exported it and it works like a charm.
But...
Now i want to add my own animation's.
What kind of dummies would i need to create ?
I read this tutorial : http://www.garagegames.com/docs/torque/tools/max2dts/index.html
But all it tell's me is what kind of animation there is and stuff like that...
So im asking, What do i need to do to get my animation to properly export into a working dsq file....
#2
This is all it will take to get it working in the game with the animations as a player.
In order to get it looking correct and picking up a weapon, you need to add a Cam and Eye dummy to the shape. The eye dummy goes where you want the camera to sit in first person view. The cam mode is the point where the camera focuses in third person view. A dummy called mount0 needs to be placed where you want the weapon to attach to the character. These are added to the DTS shape and are not necessary for the DSQs
Note that these nodes are not necessary for the player to work in the game. If they don't exist in the shape then the eye, cam, and mount nodes will default to the bounding box origin.
In order to get the DSQs to load correctly into the DTS you are goign to need to create a .cfg file to make sure all the needed nodes are exported in the DTS file and in the DSQs and you will need a .cs fiel to load them into the shape.
07/20/2002 (6:12 pm)
Provided that you are using 3dsmax, The only additional dummy you would need to create is a sequence helper, which can be found in the 'helpers' section of the create panel, in the genral DTS objects rollout.This is all it will take to get it working in the game with the animations as a player.
In order to get it looking correct and picking up a weapon, you need to add a Cam and Eye dummy to the shape. The eye dummy goes where you want the camera to sit in first person view. The cam mode is the point where the camera focuses in third person view. A dummy called mount0 needs to be placed where you want the weapon to attach to the character. These are added to the DTS shape and are not necessary for the DSQs
Note that these nodes are not necessary for the player to work in the game. If they don't exist in the shape then the eye, cam, and mount nodes will default to the bounding box origin.
In order to get the DSQs to load correctly into the DTS you are goign to need to create a .cfg file to make sure all the needed nodes are exported in the DTS file and in the DSQs and you will need a .cs fiel to load them into the shape.
#3
It gave me this message :
"Sequence "forward" is missing keyframes to mark start and end".
So i selected the sequence helper, clicked on the motion tab and created a key for motion,rotation and scale.
I did this both on the start and at the end of the animation.
But i keeps giving me the same "missing keyframes bla bla" message...
What am i doing wrong ?
07/21/2002 (6:42 am)
I made a sequence helper, named it "forward" and then i tried to export...It gave me this message :
"Sequence "forward" is missing keyframes to mark start and end".
So i selected the sequence helper, clicked on the motion tab and created a key for motion,rotation and scale.
I did this both on the start and at the end of the animation.
But i keeps giving me the same "missing keyframes bla bla" message...
What am i doing wrong ?
#4
The first key will be where the sequence starts, the second one will be where the sequence ends.
It is worth mentioning that the answer to this question is also in the documentation that you refer to at the top of this thread.
I will post a link to it here for your convenience.
www.garagegames.com/docs/torque/tools/max2dts/index.html
07/21/2002 (9:35 am)
Go into the track view of the Sequence helper, and it the Sequnece begin-end track, place two keys.The first key will be where the sequence starts, the second one will be where the sequence ends.
It is worth mentioning that the answer to this question is also in the documentation that you refer to at the top of this thread.
I will post a link to it here for your convenience.
www.garagegames.com/docs/torque/tools/max2dts/index.html
Torque Owner Dr. John Nobody