Model animations not being exported
by Benjamin Stoneking · in Artist Corner · 06/24/2007 (8:04 pm) · 3 replies
Ok so I'm still kinda a noob here i just have a question...
So I have my little alien man I have been working on and I have him rigged animated and have all of the general dts objects with the start and stop times for the animation sequences like root, run, back, side, jump and standjump. I exported it with max2dtsexporter and max8DTSexporter. I get my alien mesh, but he doesnt move. He moves forward but the mesh isnt animated. Whats up???
I'll send a pic of my schematic view.
~thanks~
So I have my little alien man I have been working on and I have him rigged animated and have all of the general dts objects with the start and stop times for the animation sequences like root, run, back, side, jump and standjump. I exported it with max2dtsexporter and max8DTSexporter. I get my alien mesh, but he doesnt move. He moves forward but the mesh isnt animated. Whats up???
I'll send a pic of my schematic view.
~thanks~
About the author
#2
Just look at the tutorial.base player.cs file and you should see exactly what you need to name the files in Torque Script. (Just trying to figure out what you might have been missing).
07/04/2007 (10:39 am)
Are you exporting everything as one file, or exporting the character and animations in separate files?Just look at the tutorial.base player.cs file and you should see exactly what you need to name the files in Torque Script. (Just trying to figure out what you might have been missing).
#3
Then take the copied version and remove anything that has to do with animated sequences. everything!!!!
And then export the alien as a single mesh on its own into the main player shape directory.
Name it player.dts
Step 2: Then take file with anims export the first sequence only but call it this exactly "player_root".
This is what it is called in the fps starter. Make sure for sequence you have the right type of animation type checked and also make sure collapse transforms is unchecked.
Once this is done dont just start up the fps starter go into the player.cs and comment // out every anim except the root anim. Save the file and start fps starter.
If this works it should have your alien standing there doing your first anim for you from the start of the fps starter.
NOTE: dont forget to copy the base dts and anim dts of kork player before trying just in case it doesnt work.
If probs get back to me :-)
Sean
07/19/2007 (2:50 pm)
Step 1: try taking the max file with alien and anims in it and copy it and place in separate directory.Then take the copied version and remove anything that has to do with animated sequences. everything!!!!
And then export the alien as a single mesh on its own into the main player shape directory.
Name it player.dts
Step 2: Then take file with anims export the first sequence only but call it this exactly "player_root".
This is what it is called in the fps starter. Make sure for sequence you have the right type of animation type checked and also make sure collapse transforms is unchecked.
Once this is done dont just start up the fps starter go into the player.cs and comment // out every anim except the root anim. Save the file and start fps starter.
If this works it should have your alien standing there doing your first anim for you from the start of the fps starter.
NOTE: dont forget to copy the base dts and anim dts of kork player before trying just in case it doesnt work.
If probs get back to me :-)
Sean
Torque Owner Carleton University (#0010)
Just look at the tutorial.base player.cs file and you should see exactly what you need to name the files in Torque Script. (Just trying to figure out what you might have been missing).