Game Development Community

Messed up animations for my orange guy export

by Jason Howard · in Artist Corner · 09/18/2007 (8:20 pm) · 22 replies

I tried exporting the orange guy with blender 2.44 and dts exporter 0.951, but I must be doing something wrong.

Problem when standard Kork animations are used: www.divshare.com/img/thumb/2025258-b58.JPG
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#1
09/18/2007 (8:25 pm)
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#2
09/18/2007 (8:39 pm)
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#3
09/18/2007 (10:14 pm)
Hmmm. I uninstalled blender, rebooted, downloaded & installed blender 2.45 with Python 2.5, downloaded & unzipped dts exporter 0.951, and downloaded orange guy again. Didn't make any changes in the .blend -- just went to Export, dts & hit the export button (no options changed from defaults). In showtool it looks great until I load a dsq action -- then it gets all messed up... also messed up in the game engine. I wonder what's different between our setups. I'll try on another machine tomorrow, too.
#4
09/19/2007 (5:24 am)
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#5
09/19/2007 (8:43 pm)
Thanks for your efforts. I, too, am at a loss for what the difference is. The GUI shows "Torque Exporter Plugin Version 0.951".

DTS: www.divshare.com/download/2039255-a97
Export log: www.divshare.com/download/2039259-694
#6
09/19/2007 (9:11 pm)
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#7
09/19/2007 (9:11 pm)
It works on another machine. Interesting.

Failed on my installation of Windows Vista with fresh blender 2.44 and 2.45 with Python 2.5. (failed dts file doesn't work on either machine -- was exported on the vista machine)
Worked on Windows XP with blender 2.45 and Python 2.4...

I'll have to do some experimentation to find out what critical the difference was.

Again, thanks for the time you spent working on my mysterious issue. And THANK YOU for making the blender exporter and orange guy! It's awesome work.
#8
09/19/2007 (9:16 pm)
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#9
09/20/2007 (5:44 pm)
32 bit vista... Tried uninstalling Python 2.5, but no difference.
#10
09/20/2007 (5:58 pm)
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#11
09/20/2007 (6:17 pm)
Export log from Vista:

Torque Exporter 0.951
Using blender, version 245
Processing Scene...
Cleaning Preference Keys
Exporting...
Writing shape to 'C:\Users\Jason\Documents\blender\OrangeGuy1.dts'.
Processing...
NodeOrder text buffer found, attempting to export nodes in the order specified.
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [Bip01 Pelvis] (parent -1)
^^ Bone [Bip01 Spine] (parent 1)
^^ Bone [Bip01 Spine1] (parent 2)
^^ Bone [Bip01 Spine2] (parent 3)
^^ Bone [Bip01 Neck] (parent 4)
^^ Bone [Bip01 Head] (parent 5)
^^ Bone [Eye] (parent 6)
^^ Bone [Bip01 L Clavicle] (parent 5)
^^ Bone [Bip01 L UpperArm] (parent 8)
^^ Bone [Bip01 L Forearm] (parent 9)
^^ Bone [Bip01 L Hand] (parent 10)
^^ Bone [Bip01 R Clavicle] (parent 5)
^^ Bone [Bip01 R UpperArm] (parent 12)
^^ Bone [Bip01 R Forearm] (parent 13)
^^ Bone [Bip01 R Hand] (parent 14)
^^ Bone [Mount0] (parent 15)
^^ Bone [Mount2] (parent 4)
^^ Bone [Mount1] (parent 4)
^^ Bone [Bip01 L Thigh] (parent 2)
^^ Bone [Bip01 L Calf] (parent 19)
^^ Bone [Bip01 L Foot] (parent 20)
^^ Bone [Ski0] (parent 20)
^^ Bone [Bip01 R Thigh] (parent 2)
^^ Bone [Bip01 R Calf] (parent 23)
^^ Bone [Bip01 R Foot] (parent 24)
^^ Bone [Ski1] (parent 24)
^^ Bone [Unlink] (parent -1)
^^ Bone [Cam] (parent 27)
> Objects
'TestGuyMeshArmUp' : Standard
'TestGuyMeshChest' : Standard
'TestGuyMeshHead' : Standard
'TestGuyMeshHip' : Standard
'TestGuyMeshLArmLow' : Standard
'TestGuyMeshLArmUp' : Standard
'TestGuyMeshLFoot' : Standard
'TestGuyMeshLHand' : Standard
'TestGuyMeshLLegDown' : Standard
'TestGuyMeshLLegUp' : Standard
'TestGuyMeshRArmLow' : Standard
'TestGuyMeshRFoot' : Standard
'TestGuyMeshRHand' : Standard
'TestGuyMeshRLegDown' : Standard
'TestGuyMeshRLegUp' : Standard
> Materials
player_orange
> Detail Levels
Detail-1 (size : 1)
Smallest : Detail-1 (size : 1)
> Internal Sequences
Writing out DTS...
Done.
Finished.
#12
09/20/2007 (6:25 pm)
Results of your text buffer test on Vista:

Text Buffers: [[Text "license.txt"], [Text "NodeOrder"], [Text "Text"], [Text "Text.001"], [Text "TorqueExporter_SCONF"]]

Contents of NodeOrder text buffer:

Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Eye
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Mount0
Mount2
Mount1
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Ski0
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
Ski1
Unlink
Cam
#13
09/20/2007 (6:27 pm)
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#15
09/20/2007 (7:35 pm)
There are differences in the order in the logs... (I might have posted the wrong log above by mistake):

Good export log from XP:
Quote:
Torque Exporter 0.951
Using blender, version 245
Processing Scene...
Cleaning Preference Keys
Exporting...
Writing shape to 'C:\Documents and Settings\Jason\Desktop\OrangeGuy1.dts'.
Processing...
NodeOrder text buffer found, attempting to export nodes in the order specified.
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [Bip01 Pelvis] (parent -1)
^^ Bone [Bip01 Spine] (parent 1)
^^ Bone [Bip01 Spine1] (parent 2)
^^ Bone [Bip01 Spine2] (parent 3)
^^ Bone [Bip01 Neck] (parent 4)
^^ Bone [Bip01 Head] (parent 5)
^^ Bone [Eye] (parent 6)
^^ Bone [Bip01 L Clavicle] (parent 5)
^^ Bone [Bip01 L UpperArm] (parent 8)
^^ Bone [Bip01 L Forearm] (parent 9)
^^ Bone [Bip01 L Hand] (parent 10)
^^ Bone [Bip01 R Clavicle] (parent 5)
^^ Bone [Bip01 R UpperArm] (parent 12)
^^ Bone [Bip01 R Forearm] (parent 13)
^^ Bone [Bip01 R Hand] (parent 14)
^^ Bone [Mount0] (parent 15)
^^ Bone [Mount2] (parent 4)
^^ Bone [Mount1] (parent 4)
^^ Bone [Bip01 L Thigh] (parent 2)
^^ Bone [Bip01 L Calf] (parent 19)
^^ Bone [Bip01 L Foot] (parent 20)
^^ Bone [Ski0] (parent 20)
^^ Bone [Bip01 R Thigh] (parent 2)
^^ Bone [Bip01 R Calf] (parent 23)
^^ Bone [Bip01 R Foot] (parent 24)
^^ Bone [Ski1] (parent 24)
^^ Bone [Unlink] (parent -1)
^^ Bone [Cam] (parent 27)
> Objects
'TestGuyMeshArmUp' : Standard
'TestGuyMeshChest' : Standard
'TestGuyMeshHead' : Standard
'TestGuyMeshHip' : Standard
'TestGuyMeshLArmLow' : Standard
'TestGuyMeshLArmUp' : Standard
'TestGuyMeshLFoot' : Standard
'TestGuyMeshLHand' : Standard
'TestGuyMeshLLegDown' : Standard
'TestGuyMeshLLegUp' : Standard
'TestGuyMeshRArmLow' : Standard
'TestGuyMeshRFoot' : Standard
'TestGuyMeshRHand' : Standard
'TestGuyMeshRLegDown' : Standard
'TestGuyMeshRLegUp' : Standard
> Materials
player_orange
> Detail Levels
Detail-1 (size : 1)
Smallest : Detail-1 (size : 1)
> Internal Sequences
Writing out DTS...
Done.
Finished.

Bad export log from vista:
Quote:
Torque Exporter 0.951
Using blender, version 245
Processing Scene...
Cleaning Preference Keys
Exporting...
Writing shape to 'C:\Users\Jason\Documents\blender\OrangeGuy1.dts'.
Processing...
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [Unlink] (parent -1)
^^ Bone [Cam] (parent 1)
^^ Bone [Bip01 Pelvis] (parent -1)
^^ Bone [Bip01 Spine] (parent 3)
^^ Bone [Bip01 L Thigh] (parent 4)
^^ Bone [Bip01 L Calf] (parent 5)
^^ Bone [Bip01 L Foot] (parent 6)
^^ Bone [Ski0] (parent 6)
^^ Bone [Bip01 Spine1] (parent 4)
^^ Bone [Bip01 Spine2] (parent 9)
^^ Bone [Mount2] (parent 10)
^^ Bone [Mount1] (parent 10)
^^ Bone [Bip01 Neck] (parent 10)
^^ Bone [Bip01 L Clavicle] (parent 13)
^^ Bone [Bip01 L UpperArm] (parent 14)
^^ Bone [Bip01 L Forearm] (parent 15)
^^ Bone [Bip01 L Hand] (parent 16)
^^ Bone [Bip01 R Clavicle] (parent 13)
^^ Bone [Bip01 R UpperArm] (parent 18)
^^ Bone [Bip01 R Forearm] (parent 19)
^^ Bone [Bip01 R Hand] (parent 20)
^^ Bone [Mount0] (parent 21)
^^ Bone [Bip01 Head] (parent 13)
^^ Bone [Eye] (parent 23)
^^ Bone [Bip01 R Thigh] (parent 4)
^^ Bone [Bip01 R Calf] (parent 25)
^^ Bone [Bip01 R Foot] (parent 26)
^^ Bone [Ski1] (parent 26)
> Objects
'TestGuyMeshArmUp' : Standard
'TestGuyMeshChest' : Standard
'TestGuyMeshHead' : Standard
'TestGuyMeshHip' : Standard
'TestGuyMeshLArmLow' : Standard
'TestGuyMeshLArmUp' : Standard
'TestGuyMeshLFoot' : Standard
'TestGuyMeshLHand' : Standard
'TestGuyMeshLLegDown' : Standard
'TestGuyMeshLLegUp' : Standard
'TestGuyMeshRArmLow' : Standard
'TestGuyMeshRFoot' : Standard
'TestGuyMeshRHand' : Standard
'TestGuyMeshRLegDown' : Standard
'TestGuyMeshRLegUp' : Standard
> Materials
player_orange
> Detail Levels
Detail-1 (size : 1)
Smallest : Detail-1 (size : 1)
> Internal Sequences
Writing out DTS...
Done.
Finished.
#16
09/20/2007 (7:45 pm)
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#17
09/20/2007 (8:17 pm)
Confusing... The code above prints a properly ordered node list (no exceptions) under vista... But exporting under vista is producing a log file with the erroneous node order...

I don't get why it's not printing the line " NodeOrder text buffer found, attempting to export nodes in the order specified." in vista's export log if that test above worked... strange.
#18
09/20/2007 (8:27 pm)
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#19
09/21/2007 (5:40 pm)
Got it working on Vista! I don't know how... but at least it works.

I uninstalled everything and made sure every trace of the old blender directories and everything was deleted. Reinstalled Python, Blender, and the exporter. Copied a modified vesion of DtsShape_Blender.py (just scattered some print statements to track what was going on -- no other changes)... Made sure "windows XP SP2" compatibility was turned on for blender (which it was before, too -- but anyway)... and it worked!

Here's the log (just to revel in what success looks like):
Torque Exporter 0.951 
 Using blender, version 245
 Processing Scene...
 Cleaning Preference Keys
 Exporting...
 Writing shape to  'C:\Users\Jason\Documents\blender\OrangeGuy1.dts'.
 Processing...
   NodeOrder text buffer found, attempting to export nodes in the order specified.
 > Shape Details
    > Nodes
      ^^ Bone [Exp-Catch-Root] (parent -1)
      ^^ Bone [Bip01 Pelvis] (parent -1)
       ^^ Bone [Bip01 Spine] (parent 1)
        ^^ Bone [Bip01 Spine1] (parent 2)
         ^^ Bone [Bip01 Spine2] (parent 3)
          ^^ Bone [Bip01 Neck] (parent 4)
           ^^ Bone [Bip01 Head] (parent 5)
            ^^ Bone [Eye] (parent 6)
           ^^ Bone [Bip01 L Clavicle] (parent 5)
            ^^ Bone [Bip01 L UpperArm] (parent 8)
             ^^ Bone [Bip01 L Forearm] (parent 9)
              ^^ Bone [Bip01 L Hand] (parent 10)
           ^^ Bone [Bip01 R Clavicle] (parent 5)
            ^^ Bone [Bip01 R UpperArm] (parent 12)
             ^^ Bone [Bip01 R Forearm] (parent 13)
              ^^ Bone [Bip01 R Hand] (parent 14)
               ^^ Bone [Mount0] (parent 15)
          ^^ Bone [Mount2] (parent 4)
          ^^ Bone [Mount1] (parent 4)
        ^^ Bone [Bip01 L Thigh] (parent 2)
         ^^ Bone [Bip01 L Calf] (parent 19)
          ^^ Bone [Bip01 L Foot] (parent 20)
          ^^ Bone [Ski0] (parent 20)
        ^^ Bone [Bip01 R Thigh] (parent 2)
         ^^ Bone [Bip01 R Calf] (parent 23)
          ^^ Bone [Bip01 R Foot] (parent 24)
          ^^ Bone [Ski1] (parent 24)
      ^^ Bone [Unlink] (parent -1)
       ^^ Bone [Cam] (parent 27)
    > Objects
     'TestGuyMeshArmUp' : Standard 
     'TestGuyMeshChest' : Standard 
     'TestGuyMeshHead' : Standard 
     'TestGuyMeshHip' : Standard 
     'TestGuyMeshLArmLow' : Standard 
     'TestGuyMeshLArmUp' : Standard 
     'TestGuyMeshLFoot' : Standard 
     'TestGuyMeshLHand' : Standard 
     'TestGuyMeshLLegDown' : Standard 
     'TestGuyMeshLLegUp' : Standard 
     'TestGuyMeshRArmLow' : Standard 
     'TestGuyMeshRFoot' : Standard 
     'TestGuyMeshRHand' : Standard 
     'TestGuyMeshRLegDown' : Standard 
     'TestGuyMeshRLegUp' : Standard 
    > Materials
       player_orange
    > Detail Levels
       Detail-1 (size : 1)
       Smallest : Detail-1 (size : 1)
    > Internal Sequences
 Writing out DTS...
 Done.
 Finished.

But like I say -- that's pretty much what I did before, so I don't get what's different... But your code is perfect and certainly wasn't the problem on vista.

Thanks again for everything. Your OrangeGuy is helping a lot...
#20
09/21/2007 (5:43 pm)
The only clue I can think of regarding what was going on (and I may be chasing a false trail) is some sort of security issue where it wouldn't let me see the .pyc files... I could see them from within blender, but not from windows explorer -- and i think i may have ended up with a mix of new and old .pyc's due to some bizarre security precautions that prevent you from copying over files in My Programs and other system areas... So maybe making sure the WHOLE scripts directory and .blender directory was TOTALLY gone helped get rid of some hidden files that were giving me a mix of new and old configurations?? Anyway -- I'm glad it's fixed now. Thanks.
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