Character has no textures and isn't animating
by Tim Lang · in Artist Corner · 08/07/2007 (10:34 pm) · 9 replies
Not sure if this should go here or the max exporter forum, but....
I created and textured a model, named it "Player", exported it and replaced the demo player.dts with the new dts that I created. The character shows up fine, except for these two things:
* He doesn't have his texture, even though I copied his texture file into the destination directory
* I had assumed, since it uses the same skeleton that he would automagically use Kork's animations, but he doesn't animate at all.
Where did I go wrong with these two things? the original player.dts texture was a .png, and the one I used was a .jpg. would that cause a problem?
Is there a config file somewhere where I need to tell my character to use the player animations? There's already a player.cs that works fine with Kork.
Any help would be great. THanks!!
I created and textured a model, named it "Player", exported it and replaced the demo player.dts with the new dts that I created. The character shows up fine, except for these two things:
* He doesn't have his texture, even though I copied his texture file into the destination directory
* I had assumed, since it uses the same skeleton that he would automagically use Kork's animations, but he doesn't animate at all.
Where did I go wrong with these two things? the original player.dts texture was a .png, and the one I used was a .jpg. would that cause a problem?
Is there a config file somewhere where I need to tell my character to use the player animations? There's already a player.cs that works fine with Kork.
Any help would be great. THanks!!
#2
2. Do you have the .cs file that is in the default player's folder copied into your player's folder? If so, are all instances of Player in the file replaced with the name of your .DTS model and is the name of the .cs file the same as the name of the .DTS file?
3. Open server/scripts/yourPlayerScriptFile.cs. At the top of the file, add exec("~/data/shapes/yourPlayerFolder/playerScriptFile.cs");.
If you are confused, post back and I'll try to explain further
08/09/2007 (8:05 pm)
1. Are the default player's .DSQ animation files in your player folder?2. Do you have the .cs file that is in the default player's folder copied into your player's folder? If so, are all instances of Player in the file replaced with the name of your .DTS model and is the name of the .cs file the same as the name of the .DTS file?
3. Open server/scripts/yourPlayerScriptFile.cs. At the top of the file, add exec("~/data/shapes/yourPlayerFolder/playerScriptFile.cs");.
If you are confused, post back and I'll try to explain further
#3
Everything looks okay, and I got him animating in game by importing his mesh into kork's .max file and skinning my guys mesh with Kork's skeleton (after adjusting the bones).
So now he animates, but now I have another problem...when the animations play, he faces the wrong direction. ...so I push up, he runs forward, but he's facing left. I compared the pivot point to Korks, and I had to readjust it so that they were facing the same direction, but that didn't fix the problem, and now I'm stumped. any suggestions? (I'm clearly a moron when it comes to modelling and animating!)
08/09/2007 (9:23 pm)
Hey Bryce! Thanks for the reply.Everything looks okay, and I got him animating in game by importing his mesh into kork's .max file and skinning my guys mesh with Kork's skeleton (after adjusting the bones).
So now he animates, but now I have another problem...when the animations play, he faces the wrong direction. ...so I push up, he runs forward, but he's facing left. I compared the pivot point to Korks, and I had to readjust it so that they were facing the same direction, but that didn't fix the problem, and now I'm stumped. any suggestions? (I'm clearly a moron when it comes to modelling and animating!)
#4
Aun.
08/09/2007 (11:06 pm)
You have to export the charecter again and change it's facing direction in MAX to face MAX's (+)Y axis.Aun.
#5
oh yeah, did I mention that when he's not moving at all he faces the right direction?
08/10/2007 (8:39 am)
Hmmm. I'll double check that. The last time I exported the character I made sure that he was facing the exact same direction as Kork. ..oh yeah, did I mention that when he's not moving at all he faces the right direction?
#6
www.garagegames.com/mg/forums/result.thread.php?qt=17189
I'll be trying it tonight. I'll let you know how it goes!
08/10/2007 (12:39 pm)
Hmm. I think I found my answer...www.garagegames.com/mg/forums/result.thread.php?qt=17189
I'll be trying it tonight. I'll let you know how it goes!
#7
Saving out the weighting and reapplying skin after adjusting the pivot can work aswell.
As for not animating. You have to include a root sequence in the dts file itself. Its between frames 1-2 usually.
08/10/2007 (1:57 pm)
You have to change the pivot direction before rigging, not after.Saving out the weighting and reapplying skin after adjusting the pivot can work aswell.
As for not animating. You have to include a root sequence in the dts file itself. Its between frames 1-2 usually.
#8
www.garagegames.com/mg/forums/result.thread.php?qt=17189
I'll be trying it tonight. I'll let you know how it goes!
08/10/2007 (5:03 pm)
Hmm. I think I found my answer...www.garagegames.com/mg/forums/result.thread.php?qt=17189
I'll be trying it tonight. I'll let you know how it goes!
#9
08/10/2007 (10:42 pm)
Woohoo! Got it fixed! So the problem was that I was including Bip01 into the Skin modifier. I took it out, added it to the "never export" list in the .cs file and everything works great! Thanks for all your help Barry, Aun, and Bryce!
Torque Owner Tim Lang
He still doesn't animate though (although the animations work fine if I load them up into showtool). What am I doing wrong?