my character does a strange thing
by Van der planken Roel · in Artist Corner · 10/02/2002 (9:55 am) · 17 replies
Everything exports well exept one problem... if my character just stands there I is faced to the right direction.. but from the moment I press forward our sidewart our so it does that animation but he is faced to the left in my vieuw.. so walk forward (in the game) but my character is doing the walk animation but is poited to the left..???
How come??
How come??
#2
Logan
10/03/2002 (7:06 am)
Are you using a set of custom DSQs with the walk? Are you sure that you exported your model correctly and told the CFG to always export Bip01?Logan
#3
10/03/2002 (9:15 am)
It sounds like the pivot point isnt in facing the correct direction. Make sure that the green arrow is facing towards the direction the shape is facing and the blue arrow is facing straight up. This should clear up the problem.
#4
Also go through your CFG file and make sure you have all the biped parts included except the foot print and the the bip01 and the end of the fingers. If anything else is getting nulled out that will contribute to the problem. Of course check your bounding box pivot point but usually that OK if your model stands in the correct position. Also set the pivot points for everthing else like the "ski01,02" and anything else.
Make sure if your not using JOE's latest exporter to run your model through the unmess.
If all else fails make sure to list everything in CFG file (always export) except the above mentioned, and your detail dummies.
Little tip when you get everything resolved (and you will) and your meshsetup exports, save everthing except the mesh by using "Save selected". Save everything as "player setup" or somthing, along with your config then you can use it over and over and your won't have to work through everytime.
10/03/2002 (9:50 am)
If your using default player animations (DSQ's), Your player model will do that. What causes it I am not sure. Usually the problem can be solved making sure your model's BIPED is scaled the same as the default player (2). Thats how I fix it most of the time.Also go through your CFG file and make sure you have all the biped parts included except the foot print and the the bip01 and the end of the fingers. If anything else is getting nulled out that will contribute to the problem. Of course check your bounding box pivot point but usually that OK if your model stands in the correct position. Also set the pivot points for everthing else like the "ski01,02" and anything else.
Make sure if your not using JOE's latest exporter to run your model through the unmess.
If all else fails make sure to list everything in CFG file (always export) except the above mentioned, and your detail dummies.
Little tip when you get everything resolved (and you will) and your meshsetup exports, save everthing except the mesh by using "Save selected". Save everything as "player setup" or somthing, along with your config then you can use it over and over and your won't have to work through everytime.
#5
eye
cam
mount0
NeverExport:
Bip01
Bip01 L Finger.nub
Bip01 R Finger.nub
Dummy*
Bip01 L Toe.nub
Bip01 R Toe.nub
start01
mountpoint
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
this is my script
rescaling the bib.. hmmmm
10/03/2002 (2:27 pm)
AlwaysExport: eye
cam
mount0
NeverExport:
Bip01
Bip01 L Finger.nub
Bip01 R Finger.nub
Dummy*
Bip01 L Toe.nub
Bip01 R Toe.nub
start01
mountpoint
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
this is my script
rescaling the bib.. hmmmm
#6
Let us know how it goes.
Matt
10/03/2002 (9:25 pm)
You could add some stuff to your "always export" list. Anything that is in the model that you know needs to be in it. If you have multiple detail levels don't add the "detail dummies" to your list just let the exporter handle those. Make sure your camera (CAM)is linked to the "Unlink" and the unlink is linked to the bip01. For further info on the linking follow this diagram.Let us know how it goes.
Matt
#7
Hmmmm How do I rescale the bib so it is exactly the same size as the bib of the default character??
10/04/2002 (2:47 am)
still nothing..Hmmmm How do I rescale the bib so it is exactly the same size as the bib of the default character??
#8
Is your model all linked together like the above diagram?. Are you using your own animations or the players? If your using the player you will have tyo make the biped have a 2 height.
I forgat 1 thing make sure your home grid (Customize/grid and snap settings) is set to 0.01.
10/04/2002 (10:28 am)
When you build the biped, the panel that comes up with all the parameters of the skeletan. There is a "Height" setting make it 2.Is your model all linked together like the above diagram?. Are you using your own animations or the players? If your using the player you will have tyo make the biped have a 2 height.
I forgat 1 thing make sure your home grid (Customize/grid and snap settings) is set to 0.01.
#9
about the links yep it is all linked as it must be linked and I use the test player's animations..
I wanne make our own animations to but I first have to learn animating...
10/05/2002 (8:57 am)
I'll try that one;.about the links yep it is all linked as it must be linked and I use the test player's animations..
I wanne make our own animations to but I first have to learn animating...
#10
Custom units: FL = 1 meters
and Homegrid snap 0.01
is this correct??
10/05/2002 (9:12 am)
These are my settings...Custom units: FL = 1 meters
and Homegrid snap 0.01
is this correct??
#11
10/08/2002 (2:03 am)
anyone??? :(
#12
Logan
10/08/2002 (7:09 am)
Did you use the exact same biped structure and nodes from the RW orc or the TGE test character? If the structure and nodes between your model and the DSQs don't match they likely will not play.Logan
#13
I really don't know what else to tell you. I had the same problem with my models but I just did the stuff I suggested above and it all worked out. I would be willing to take a look at it and see if I can get it to export and try to let you know whats wrong. You would have to send me the config and the maxfile. If you want to my email is mjones7947@comcast.net. You might have to zipp it up.
Matt
10/08/2002 (8:49 am)
Your units are OK. I use generic units but the DTS Docs say it doesn't matter. I really don't know what else to tell you. I had the same problem with my models but I just did the stuff I suggested above and it all worked out. I would be willing to take a look at it and see if I can get it to export and try to let you know whats wrong. You would have to send me the config and the maxfile. If you want to my email is mjones7947@comcast.net. You might have to zipp it up.
Matt
#14
already thank you all...
10/09/2002 (2:42 am)
I will try some stuff first an then I'll mail you if that is ok for you.. already thank you all...
#15
The scale is still not good.
Matt
10/12/2002 (8:23 am)
Took a look at your file and emailed you the details. The scale is still not good.
Matt
#16
I have player characters that are scaled between 12-40 meters tall... when i put them in the game engine they sink to their calfs knees or waists.... if there is no way to go beyond the 2 meter player height i will have to rescale all of my terrains and objects down to 1/4 or 1/6 of what they are now... not to mention reworking all the texture maps...
Any advice would be appreciated
10/12/2003 (7:36 pm)
Is there anyway to change the default player size ?I have player characters that are scaled between 12-40 meters tall... when i put them in the game engine they sink to their calfs knees or waists.... if there is no way to go beyond the 2 meter player height i will have to rescale all of my terrains and objects down to 1/4 or 1/6 of what they are now... not to mention reworking all the texture maps...
Any advice would be appreciated
#17
10/13/2003 (7:28 pm)
Look at the location of the pivot point of the bounds node, this is likely where your problem is coming from.
Van der planken Roel