Game Development Community

dsq CONT.

by Anthony Rosenbaum · in Artist Corner · 08/16/2002 (2:08 pm) · 15 replies

I got the dsq and dts to work, I had to make sure the collapse transforms was checked on both dts and dsq exports. However by doing this the camera broke and defaults to the pivot point. Could this be a result of my .cfg file here is what I am using for the .dts
AlwaysExport: 
Eye 
cam 
mount0 
//mount1 
//jetnozzle0 

NeverExport: 
//Bip01 
Bip01 L Finger* 
Bip01 R Finger* 
Dummy* 
Bip01 L Toe* 
Bip01 R Toe* 
start01 
//Ski0 
//Ski1 
Light0 
Light1 
//Mount1 
//Mount2 

+Error::AllowEmptySubtrees 
+Error::AllowCrossedDetails 
+Error::AllowUnusedMeshes 
-Error::AllowOldSequences 
-Error::RequireViconNode 
-Param::CollapseTransforms 

-Param::findMergeIndices 
-Param::computeScreenError 
=Params::T2AutoDetail 0

#1
08/17/2002 (10:15 am)
First thing, the setting in your .cfg will force the transforms to be uncollapsed no matter what you do with the checkbox. If you want to collapse them,

change: -Param::CollapseTransforms

to: +Param::CollapseTransforms


Check your dump file to see if the .cfg is being read in correctly and make sure the shape heirarchy has the cam and eye nodes.

Everything looks okay, so I am not sure what is happening here.
#2
08/17/2002 (2:02 pm)
No Luck yet, When I have the Collapse Transforms unchecked the Mesh becomes all messed up it looks like each individual bone was rotated 90 degrees, but the camera and animations still work. if it is left Checkd the mesh looks fine but the camera is broken as far as the dump file well here are the snipets from it maybe you can see something I am missing
Always export node: "Eye "
Always export node: "cam "

Processing Node Eye with parent Bip01 Head
Processing Node Cam with parent Bip01 Head

Adding node "Eye" with parent "Bip01 Head" to subtree rooted on max-node "base01".
Adding node "Cam" with parent "Bip01 Head" to subtree rooted on max-node "base01".

Removing node "Eye"
Removing node "Cam"

Is the nodes supposed to be removed? did this help?
#3
08/17/2002 (2:28 pm)
Is it using the .cfg file? Check the top of the dump file and make sure that it is getting read in. If you have the cam and eye nodes on the always export list it should be exporting them. Post the shape heirarchy from the bottom of your dump file here so I can see what you are ending up with.
#4
08/17/2002 (3:05 pm)
It should be using the cfg fle
here is the heirarchy
Begin reading config file "C:\Documents and Settings\Anthony Rosenbaum\Desktop\FF\dtsDefault.cfg".
Always export node: "AlwaysExport: "
Always export node: "Eye "
Always export node: "cam "


Shape Hierarchy:

   Details:
      detail110, Subtree 0, objectDetail 0, size 110

   Subtrees:
      Subtree 0
         R_hand110 --> Object R_hand with following details:  110
         R_forearm110 --> Object R_forearm with following details:  110
         R_arm110 --> Object R_arm with following details:  110
         R_shoulder110 --> Object R_shoulder with following details:  110
         L_hand110 --> Object L_hand with following details:  110
         L_forearem110 --> Object L_forearem with following details:  110
         L_arm110 --> Object L_arm with following details:  110
         L_shoulder110 --> Object L_shoulder with following details:  110
         head110 --> Object head with following details:  110
         R_foot110 --> Object R_foot with following details:  110
         R_lower_leg110 --> Object R_lower_leg with following details:  110
         R_upper_leg110 --> Object R_upper_leg with following details:  110
         L_foot110 --> Object L_foot with following details:  110
         L_Lower_leg110 --> Object L_Lower_leg with following details:  110
         l_upper_leg110 --> Object l_upper_leg with following details:  110
         crusader_body110 --> Object crusader_body with following details:  110
what do you think?
#5
08/17/2002 (6:35 pm)
Hmm, hard to say. Obviously the cam and eye nodes are not in the shape tree, and the list is sort of confusing, as it is not how I would expect a skeleton to be laid out. Can you post a snapshot of your schematic view?
#6
08/17/2002 (7:36 pm)
It is a Biped skeleton the schematic view can be found HERE
also so you can see what I mean about the crazy mesh take a look here
#7
08/17/2002 (9:36 pm)
Have you tried not collapsing the transforms and excluding the bip01 node? It is commented out in your never export list.
#8
08/17/2002 (10:46 pm)
Still nothing mesh either messed up or w/o needed nodes! :-(
#9
08/18/2002 (12:52 am)
yes ways
#10
08/18/2002 (8:41 am)
Send me the file and I will take a look at it. Make sure you include your .cfg, and your latest dump file, as well as any other associated scripts.

Did you reset the Tranforms of all the mesh shapes that are attached to the Biped?
#11
08/18/2002 (5:15 pm)
yes and they are on the way
#12
08/18/2002 (6:38 pm)
Okay, try this:

In you .cfg file, make sure Bip01 and Bip01 Footsteps are in your never export list. Comment out the collapse transforms line

//-Param::CollapseTransforms

Export the DTS with collapse transforms off, and then re-export the DSQs with collapse transforms off. This worked for me. The animations exported and worked fine with the cam and eye nodes in the shape file (not at the players feet).

In the game, the cam node works fine. The eye node is a little wonky. There is some weirdness going on. I would receate this node. Make a new one, and make sure that it's y-axis is pointing in the same direction as the "bounds" local y-axis. Do this before you re-export.

You can even change the .cfg to exclude the cam and eye nodes for the DSQ exports to make sure that no weird animation is getting in there.

Try this and let me know if you have success...
#13
08/18/2002 (8:12 pm)
It works YEAH!!!! only thing is all the animations get in there even some arm movement when I added them on the never export list :-( but at least I got dsq to WORK YEAH MANY MANY THANKS Joe you are the MAN!!!
#14
08/21/2002 (12:12 pm)
Do you know what would be so great, if someone had an old but working animation.max file they could post just so people like me could learn from them. I learn better by example.
#15
08/21/2002 (12:25 pm)
Eventually I will get around to doing this. I don't have any single files, as the setup for getting a character into the engine is more like 25-40 files (not including supporting.cfg files and instruction on how to set up the directory sturcture. I am working on a complete character (see the Bunny in today's snapshot) that will be a good example shape.