Game Development Community

Bones rendering in my animation

by Stephan Salmon · in Artist Corner · 11/17/2008 (10:10 am) · 2 replies

I'm trying to create a skinned animation using a simple bone structure and it doesn't seem to be going well. I create a shape in Max9 , create 3 bones and skin my mesh linking to the bones. When I view the animation in Show Tool or the engine, the bones are being rendered and not the mesh. My hierarchy is simple, I have the bones child to start01, mymesh is unlinked and numbered for detail(I only have 1 detail ) my bounds and sequence are unlinked. Also, the bones are not numbered.

I can't find a simple diagram of a hierarchy for this that isn't 10 years old and unreadable. Any help would be great.

About the author

Recent Threads


#1
01/13/2009 (3:02 am)
First thought that comes to mind is... are any of your bones numbered the same number as they detail node?!

so 'detail2' and a 'spinebone2', coz that would make the bone export as a mesh!

Secondly... have you run the DTS thru UnMess DTS?!

Maybe have a look here Setup for a Complex Character in Torque!

Hope this helps :D

~C
a 3d artists journal
#2
01/13/2009 (1:12 pm)
Stephan, the Byder's link explains everything. I just wanted to point that exporting a skined mesh animated with bones doesn't need nodes such as "start01" , "base" etc.
You must have floating(not linked anywhere) "Bounds" node.
the skined mesh and the linked system of bones must be floating too.