Empty DTS files
by MaxAntinone · in Artist Corner · 02/01/2008 (3:54 pm) · 6 replies
I'm working on a copy of Maya 8.5 in my school's computer lab, and I'm trying to figure out the DTS exporter. After many hours of trying to figure it out and working through a walkthrough a teacher found for me, I finally got the exporter to actually make a DTS file. Problem is, the DTS file, when brought into Torque, contains absolutely nothing except for the bounding box.
Originally, like the walkthrough said, I took all of my geometry out of the start one object that's created when you register geometry and put it in the scene's root. This wouldn't work, as it said there was nothing to export when it started looking in the start01 object. So I put the geometry back in there, and it exported my first blank file. since then I've tried putting the geometry in the scene root and placing a single empty joint in start01 only to end with the same results.
I also wanted to ask, if the DTS exporter doesn't work, are DIF files okay? I've gotten pretty decent with constructor by now, even if it is much more of a pain to work with than Maya, and I think I can probably make most of the simple objects I need to make by now, but I was wondering if there was any particular reason I should have DTSes? (Having collisions blocks that don't exactly match the geometry definitely helps me here.
Originally, like the walkthrough said, I took all of my geometry out of the start one object that's created when you register geometry and put it in the scene's root. This wouldn't work, as it said there was nothing to export when it started looking in the start01 object. So I put the geometry back in there, and it exported my first blank file. since then I've tried putting the geometry in the scene root and placing a single empty joint in start01 only to end with the same results.
I also wanted to ask, if the DTS exporter doesn't work, are DIF files okay? I've gotten pretty decent with constructor by now, even if it is much more of a pain to work with than Maya, and I think I can probably make most of the simple objects I need to make by now, but I was wondering if there was any particular reason I should have DTSes? (Having collisions blocks that don't exactly match the geometry definitely helps me here.
#2
Max, what "walkthrough" are you using?
02/17/2008 (6:07 am)
In TGE, you have to call the animation to play & if it's cyclic, mark it as such in the animation sequence node.Max, what "walkthrough" are you using?
#3
05/19/2008 (7:43 am)
Zergcow, you're an absolute life-saver. I've been pulling my hair out for weeks trying to figure out where i'm going wrong with the DTS export! :-)
#4
No matter WHAT i do, i cannot export the mesh, the Skeleton exports just fine, but it exports with ZERO geometry.
Its triangulated and frozen, and ive tried putting the mesh on the root and within start01, and a bajillion different naming ideas. I cannot get this mesh to export, what am i doing wrong here?
:(
.EDIT
You know this always happens, i post a reply and all of a sudden i find out the issue. Apparently my mesh was jsut in the wrong order in the outliner, moving it down below "bounds" but still in the root but thats not the only thing.
Following the documentation at http://www.dannyngan.com/torque/maya2dts/reference/index.htm i notice they threw "2" at the end of their mesh. So i tried it.
Suddenly my dts file takes a jump from 2kbs to 168kbs :p
Stupid number...
I dont think ive witnessed anything more rediculous :p
07/26/2008 (12:27 am)
I swear to god im beginning to rip my hair out myself hereNo matter WHAT i do, i cannot export the mesh, the Skeleton exports just fine, but it exports with ZERO geometry.
Its triangulated and frozen, and ive tried putting the mesh on the root and within start01, and a bajillion different naming ideas. I cannot get this mesh to export, what am i doing wrong here?
:(
.EDIT
You know this always happens, i post a reply and all of a sudden i find out the issue. Apparently my mesh was jsut in the wrong order in the outliner, moving it down below "bounds" but still in the root but thats not the only thing.
Following the documentation at http://www.dannyngan.com/torque/maya2dts/reference/index.htm i notice they threw "2" at the end of their mesh. So i tried it.
Suddenly my dts file takes a jump from 2kbs to 168kbs :p
Stupid number...
I dont think ive witnessed anything more rediculous :p
#5
DTS gives you a lot of control over the way your objects can appear in the game engine (way more than just LODs). But with those extra levels of control, there are corresponding levels of difficulty.
Even though you're using Maya, this documentation (in PDF) may help you understand the whole process a little bit better. I know it was a lifesaver for me when I first started.
Once you get past the feeling of arbitrariness in the exporter and accept that everything is there for a reason (even if you don't understand those reasons) that's when things begin to go a lot smoother.
So, don't think of the DTS exporting workflow as a random collection of naming and modeling conventions. Think of it as a strategy for controlling every aspect of your in-game models.
07/26/2008 (4:53 am)
In defense of the format (DTS), while the mesh number at the end is not entirely intuitive for the new user, it isn't arbitrary either. Placing a number after a mesh in the object tree identifies which mesh should be visible when the model is viewed from far away. Lower quality LODs can be switched in when a model is only 2 pixels high on the screen, just as higher LODs can be switched in when the model is 32, 100, 250 and 502 pixels high (if you set it up that way). The thing is, you get to decide which meshes swap out and when those replacements should happen. DTS gives you a lot of control over the way your objects can appear in the game engine (way more than just LODs). But with those extra levels of control, there are corresponding levels of difficulty.
Even though you're using Maya, this documentation (in PDF) may help you understand the whole process a little bit better. I know it was a lifesaver for me when I first started.
Once you get past the feeling of arbitrariness in the exporter and accept that everything is there for a reason (even if you don't understand those reasons) that's when things begin to go a lot smoother.
So, don't think of the DTS exporting workflow as a random collection of naming and modeling conventions. Think of it as a strategy for controlling every aspect of your in-game models.
#6
It was also a little frustrating translating from XSI to Maya as well in a day. Im a little more well versed and used to XSIs interface and interactivity and by 2AM in the morning, i was getting incredibly frustrated with everything, i didnt mean to bash the format, i mean, it does have how many bloody years of proven success behind it (like UTs ActorX)
Ill check out the PDF in the coming hours, i appreciate this Scott :)
07/26/2008 (9:08 am)
After i slept on it i woke up realizing what the hell the "2" was there for, the LOD control, of course! i had "detail2" in my heirarchy it only makes sense. Whaqt didn't make sense to me was separating the skeleton from the mesh. Mesh goes on root, skeleton goes in start01 lol.It was also a little frustrating translating from XSI to Maya as well in a day. Im a little more well versed and used to XSIs interface and interactivity and by 2AM in the morning, i was getting incredibly frustrated with everything, i didnt mean to bash the format, i mean, it does have how many bloody years of proven success behind it (like UTs ActorX)
Ill check out the PDF in the coming hours, i appreciate this Scott :)
Torque Owner Zergcow
you should select all your geometry and put it under start01. now the part that NONE of the fourms/documentation will tell you. you have to make all the geometry end in the same number.
i usually do this: objectbla_ending1, anotherobject_ending1, polynext_ending1 ans so on.
also, my current problem is when i export a DTS with an animation it wont auto play. in the viewer i can press play and it works but it wont auto play like the DTS should. any suggestons?