Game Development Community

Bones Export trouble...

by Harvey Greensall · in Torque Game Engine Advanced · 07/28/2007 (12:02 pm) · 2 replies

Guys, I'm pulling my hair out here... I've reworked all our flags/pennants and sail animations to use bones, as TGEA doesn't support animated verts ( morph anims ) ..No small task I can tell you.

Every time I try to export my new model it crashes max, not really suprising as I've never used bones before and don't really know what I'm doing, I've looked at loads of info for exporting character rigged stuff etc etc, and I'm just not getting it. By the way, they're animated using splineIK controller, this won't make things any easier, maybe I need to bake the anim ... somehow....

It my Schematic view I've got

base01
\
Start01
\
BoneA
BoneB
BoneC
BoneD
BoneE
BoneF
BoneG
BoneH
BoneI

The mesh that these are skinned to is called pennanta_200 and is sat in the view on it's own as it tells me I can't attach it to anything when I try to export.

Also I've got IK Chain01 and SplineIHNod01 in the scene too, which coud obviously be a bit of a problem,

Can anyone give me a prod in the right direction, I know it's probably easy when you know how but you know how it is ......

Cheers

H.

#1
07/28/2007 (12:38 pm)
Hi Harvey

You did export skinned and animated models before for Torque using Biped? Judging from the images of your sailors n such. Basically it should work the same.

From the top of my head.

Your setup there looks good. the pennanta_200 should be free floating and have a skin mod on it which you only initialized once. Very important. If you add or delete bones from the list in the skin mod after you first set it up it will break. Tho usually it throws an assertion error in such case.

Did ya look at the dump file the exporter creates?

What exporter do ye use and what max version?

Are you using a cfg file?
#2
07/28/2007 (1:34 pm)
Right, I'm still looking into this BUT, I've got the flag experted and working.. !!!!!! Brilliant, yeah looked into the dump file and it said something about not having the correct number on the end of the IK nodes or someting so I changed them all to 200, saved the flag out as it's own model, deleted the .cfg completely and it worked.... I still can't get one into a ship model without it crashing but I'll keep investigating now that I've got one in, thanks for your help, it's funny you just need someone to tell you to look at the dump file when that should have been my first call, it's been a long day 8)