How to use 2 bone hierarchy
by Santosh Pillai · in Artist Corner · 11/19/2007 (5:58 am) · 7 replies
Hi
I need a help to export the DSQ files for two different animations in the two different characters at the same file.
I need a help to export the DSQ files for two different animations in the two different characters at the same file.
#2
11/19/2007 (9:58 am)
I didn't undestand what two animations you are trying to export into two characters , huh , but anyway i think this will help you torque.smdlabs.com/3dsmaxAnimationSetup.htm
#3
here is the Hierarchy we are using.
bounds
Start01
detail250______| _____________ unlink
|
_________________ _________________
| |
Bip01 Bip02
11/20/2007 (5:04 am)
Thanks for reply. We have two characters in single max file ( male and female to solve the alignment problem) now we want to export real animation (as it look in max file without deleting keys) but if we attach bounds to one of the Bip01 or 02 then animation is not like max file. No error in Exporting.here is the Hierarchy we are using.
bounds
Start01
detail250______| _____________ unlink
|
_________________ _________________
| |
Bip01 Bip02
#4
11/20/2007 (9:03 am)
Lol two characters? and how you plan to control these two characters in TGE? it will be a lot of work to make changes to the SDK. But this is not the only problem.At this time exporters can't export more than one bone systems.Also the i see "Start01" in your scheme. When making characters there shouldn't be Bip01 attached to anything. see the tutorial i gave you the link above.try to export the woman and the man in separate dtss with separate dsqs and try to program them in TGE.
#5
sorry in last post hierarchy screwed up. This is the hierarchy we are currently using to export the character and animation. There is no error in exporting and we also don't change any engine code.

is it correct way of doing it or should i export them separately as suggested by Picasso.
11/20/2007 (10:38 pm)
Thanks for reply Picasso. sorry in last post hierarchy screwed up. This is the hierarchy we are currently using to export the character and animation. There is no error in exporting and we also don't change any engine code.
is it correct way of doing it or should i export them separately as suggested by Picasso.
#6
So at this point i can say only my view of how the things must be(in the way i am doing things successfully and working in TGE/A). I see that you have attached Bip01 to start01.This is wrong. the root of the bone system( in this case Bip01) must float free in the schematic view and must not be attached to anything. Thought detail(n) marker must be attached to the Bip01 node. The mesh of the character must float free and must not be attached to anything like "Bip01". So you must have "Bip01" and your character "bodymesh1" floating free in schematic view. and there must be also on bounding box with name "Bounds" attached to "Bip01". in one of my previous posts i gave you a link to a tutorial where is explained in every detail what names for nodes you must have and where to link them to and also there are video tutorials at this site where you can watch the way it is done. If you haven't noticed this link i will show it again here torque.smdlabs.com/3dsmaxAnimationSetup.htm and you also must know that in this site they work with max2dtsExporter.dle (as i am too) and not with the others which can be found (like max2dtsexporterPlus.dle or max2dtsExporterPro.dle bacause they cann't export characters with bone systems successfuly or at least i can't do it after working in the way it is explained everywhere). So spend one hour watching and reading the tutorial at this link and then you could write down on a sheet of paper the steps and not to forget something and just give it a try in max.
I also advice you not to try to export two bone systems but just export them separately so after that in TGE(A) you can create two PlayerData datablock and just work with two objects and achieve your aims this way. This is the best advice i can make for you and i am sure that if you do it in this way you will succeed.
11/21/2007 (6:29 am)
Santosh , i don't know if it is possible to export the two Bip systems together. Sometimes things actually do export successfully , but when using thease Dts and dsq files in engine they just don't work.So at this point i can say only my view of how the things must be(in the way i am doing things successfully and working in TGE/A). I see that you have attached Bip01 to start01.This is wrong. the root of the bone system( in this case Bip01) must float free in the schematic view and must not be attached to anything. Thought detail(n) marker must be attached to the Bip01 node. The mesh of the character must float free and must not be attached to anything like "Bip01". So you must have "Bip01" and your character "bodymesh1" floating free in schematic view. and there must be also on bounding box with name "Bounds" attached to "Bip01". in one of my previous posts i gave you a link to a tutorial where is explained in every detail what names for nodes you must have and where to link them to and also there are video tutorials at this site where you can watch the way it is done. If you haven't noticed this link i will show it again here torque.smdlabs.com/3dsmaxAnimationSetup.htm and you also must know that in this site they work with max2dtsExporter.dle (as i am too) and not with the others which can be found (like max2dtsexporterPlus.dle or max2dtsExporterPro.dle bacause they cann't export characters with bone systems successfuly or at least i can't do it after working in the way it is explained everywhere). So spend one hour watching and reading the tutorial at this link and then you could write down on a sheet of paper the steps and not to forget something and just give it a try in max.
I also advice you not to try to export two bone systems but just export them separately so after that in TGE(A) you can create two PlayerData datablock and just work with two objects and achieve your aims this way. This is the best advice i can make for you and i am sure that if you do it in this way you will succeed.
#7
11/21/2007 (10:19 pm)
Thanks Picasso this is so useful. i followed tutorial and doing with two character separately . Thanks for your time and advice .
Torque 3D Owner Morrie