Biped Crash
by Kasey McIntosh · in Artist Corner · 05/09/2008 (12:44 am) · 3 replies
Hey guys and dolls, I have a very simple character
" Just boxes over the biped bones"
that I try to export, but whenever I use the biped it ALWAYS crashes. It works fine when I use use bones.
I am just trying to get something exported " no animation, no nodes, no nothing"
I just combined all the boxes using the boolean command, converted it to a mesh, put the Biped in place,
skinned it, set it up " using " as skinned mesh in DTS exporter pro"", and when i click quick export, the little
progress bar comes up, and then it crashes.
Any Ideas?
" Just boxes over the biped bones"
that I try to export, but whenever I use the biped it ALWAYS crashes. It works fine when I use use bones.
I am just trying to get something exported " no animation, no nodes, no nothing"
I just combined all the boxes using the boolean command, converted it to a mesh, put the Biped in place,
skinned it, set it up " using " as skinned mesh in DTS exporter pro"", and when i click quick export, the little
progress bar comes up, and then it crashes.
Any Ideas?
About the author
#2
05/09/2008 (9:36 am)
Not sure, but I thought I read somewhere that biped from 3ds max cannot be exported. You need to use bones. Maybe someone else can verify this.
#3
You'd better read(watch) the tutorial here torque.smdlabs.com/3dsmaxAnimationSetup.htm
05/14/2008 (10:49 am)
Bipeds can be exported! You haven't set up properly your scene or the *.cfgYou'd better read(watch) the tutorial here torque.smdlabs.com/3dsmaxAnimationSetup.htm
Torque Owner Kasey McIntosh
Exporter Report
Begin reading config file "C:\Users\Kasey\Documents\3dsmax\scenes\Torque versions\Base\Base.cfg".
Always export node: "eye"
Always export node: "cam"
Always export node: "mount0"
Never export node: "Bip01"
Never export node: "Bip01 L Finger*"
Never export node: "Bip01 R Finger*"
Never export node: "Dummy*"
Never export node: "Bip01 L Toe*"
Never export node: "Bip01 R Toe*"
Never export node: "start01"
Never export node: "mountpoint"
Never export node: "DELETE*"
Never export node: "Light0"
Never export node: "Light1"
Unknown bool parameter "Error::AllowEmptySubtrees"
Unknown bool parameter "Error::AllowCrossedDetails"
Error::AllowUnusedMeshes enabled.
Unknown bool parameter "Error::AllowOldSequences"
Unknown bool parameter "Error::RequireViconNode"
Param::CollapseTransforms disabled.
End reading config file.
First pass: enumerate scene...
Processing Node Bip01 with parent Scene Root
Mesh "Bip01" with parent "Scene Root" added to entry list
Processing Node Bip01 Footsteps with parent Bip01
Processing Node Bip01 Pelvis with parent Bip01
Processing Node Bip01 Spine with parent Bip01 Pelvis
Processing Node Bip01 Spine1 with parent Bip01 Spine
Processing Node Bip01 Spine2 with parent Bip01 Spine1
Processing Node Bip01 Spine3 with parent Bip01 Spine2
Processing Node Bip01 Neck with parent Bip01 Spine3
Processing Node Bip01 Head with parent Bip01 Neck
Processing Node Bip01 HeadNub with parent Bip01 Head
Processing Node Bip01 L Clavicle with parent Bip01 Neck
Processing Node Bip01 L UpperArm with parent Bip01 L Clavicle
Processing Node Bip01 L Forearm with parent Bip01 L UpperArm
Processing Node Bip01 L Hand with parent Bip01 L Forearm
Processing Node Bip01 R Clavicle with parent Bip01 Neck
Processing Node Bip01 R UpperArm with parent Bip01 R Clavicle
Processing Node Bip01 R Forearm with parent Bip01 R UpperArm
Processing Node Bip01 R Hand with parent Bip01 R Forearm
Processing Node Bip01 L Thigh with parent Bip01 Spine
Processing Node Bip01 L Calf with parent Bip01 L Thigh
Processing Node Bip01 L Foot with parent Bip01 L Calf
Processing Node Bip01 L Toe0 with parent Bip01 L Foot
Processing Node Bip01 L Toe0Nub with parent Bip01 L Toe0
Processing Node Bip01 R Thigh with parent Bip01 Spine
Processing Node Bip01 R Calf with parent Bip01 R Thigh
Processing Node Bip01 R Foot with parent Bip01 R Calf
Processing Node Bip01 R Toe0 with parent Bip01 R Foot
Processing Node Bip01 R Toe0Nub with parent Bip01 R Toe0
Processing Node base01 with parent Scene Root
Found subtree starting at Node "base01"
Processing Node start01 with parent base01
Processing Node detail2 with parent base01
Processing Node Body2 with parent Scene Root
Adding skin object from skin "Body2" to bone "Bip01 Head" (0).
Adding skin object from skin "Body2" to bone "Bip01 L Calf" (1).
Adding skin object from skin "Body2" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "Body2" to bone "Bip01 L Foot" (3).
Adding skin object from skin "Body2" to bone "Bip01 L Forearm" (4).
Adding skin object from skin "Body2" to bone "Bip01 L Hand" (5).
Adding skin object from skin "Body2" to bone "Bip01 L Thigh" (6).
Adding skin object from skin "Body2" to bone "Bip01 L Toe0" (7).
Adding skin object from skin "Body2" to bone "Bip01 L UpperArm" (8).
Adding skin object from skin "Body2" to bone "Bip01 Neck" (9).
Adding skin object from skin "Body2" to bone "Bip01 Pelvis" (10).
Adding skin object from skin "Body2" to bone "Bip01 R Calf" (11).
Adding skin object from skin "Body2" to bone "Bip01 R Clavicle" (12).
Adding skin object from skin "Body2" to bone "Bip01 R Foot" (13).
Adding skin object from skin "Body2" to bone "Bip01 R Forearm" (14).
Adding skin object from skin "Body2" to bone "Bip01 R Hand" (15).
Adding skin object from skin "Body2" to bone "Bip01 R Thigh" (16).
Adding skin object from skin "Body2" to bone "Bip01 R Toe0" (17).
Adding skin object from skin "Body2" to bone "Bip01 R UpperArm" (18).
Adding skin object from skin "Body2" to bone "Bip01 Spine" (19).
Adding skin object from skin "Body2" to bone "Bip01 Spine1" (20).
Adding skin object from skin "Body2" to bone "Bip01 Spine2" (21).
Adding skin object from skin "Body2" to bone "Bip01 Spine3" (22).
Skin "Body2" with parent "Scene Root" added to entry list
Processing Node bounds with parent Scene Root
Bounding box found
Second pass: put shape structure together...
Adding detail named "start01" of size 1 to subtree "base01".
Adding detail named "detail2" of size 2 to subtree "base01".
Adding object named "Bip".
Adding mesh of size 1 to object "Bip".
Adding skin object from skin "Body2" to bone "Bip01 Head" (0).
Adding skin object from skin "Body2" to bone "Bip01 L Calf" (1).
Adding skin object from skin "Body2" to bone "Bip01 L Clavicle" (2).
Adding skin object from skin "Body2" to bone "Bip01 L Foot" (3).
Adding skin object from skin "Body2" to bone "Bip01 L Forearm" (4).
Adding skin object from skin "Body2" to bone "Bip01 L Hand" (5).
Adding skin object from skin "Body2" to bone "Bip01 L Thigh" (6).
Adding skin object from skin "Body2" to bone "Bip01 L Toe0" (7).
Adding skin object from skin "Body2" to bone "Bip01 L UpperArm" (8).
Adding skin object from skin "Body2" to bone "Bip01 Neck" (9).
Adding skin object from skin "Body2" to bone "Bip01 Pelvis" (10).
Adding skin object from skin "Body2" to bone "Bip01 R Calf" (11).
Adding skin object from skin "Body2" to bone "Bip01 R Clavicle" (12).
Adding skin object from skin "Body2" to bone "Bip01 R Foot" (13).
Adding skin object from skin "Body2" to bone "Bip01 R Forearm" (14).
Adding skin object from skin "Body2" to bone "Bip01 R Hand" (15).
Adding skin object from skin "Body2" to bone "Bip01 R Thigh" (16).
Adding skin object from skin "Body2" to bone "Bip01 R Toe0" (17).
Adding skin object from skin "Body2" to bone "Bip01 R UpperArm" (18).
Adding skin object from skin "Body2" to bone "Bip01 Spine" (19).
Adding skin object from skin "Body2" to bone "Bip01 Spine1" (20).
Adding skin object from skin "Body2" to bone "Bip01 Spine2" (21).
Adding skin object from skin "Body2" to bone "Bip01 Spine3" (22).
Generating faces for skin "Body2".
Deleting skin object "Bip01 L Toe0" with no weight.
Deleting skin object "Bip01 R Toe0" with no weight.
Adding object named "Body".
Adding mesh of size 2 to object "Body".