[node 3 err] in ShowTool - bad export?
by Infinitum3D · in Artist Corner · 04/03/2009 (9:07 am) · 2 replies
I'm trying to do an embedded animation in StudioMax 8.0
I have a cube. I set a key at frame 0, then go to frame 30 and rotate the cube 90 degrees, and set a key.
In Max, the animation plays just fine, so I create bounds, rename shape to cube2, embd shape, go into the schematic view and make my links, copy cube as Col-1, and copy detail2 as Collision-1. Then I create a dts helper 'sequence', named Rotate. In Curve Editor, I create start/stop keys. So far so good. The animation still plays just fine in Max.
I export the 'whole shape' as cube.dts.
In TorqueShowTool, I load the cube.dts... no animation. It finds sequence 'Rotate'. But in Sequence Info, under Nodes Used in Sequence: 3
It finds cube2, Col-1, but as a third node it states [node 3 err]
What did I do wrong?
I've never had any trouble exporting before...
Thanks!
Tony
I have a cube. I set a key at frame 0, then go to frame 30 and rotate the cube 90 degrees, and set a key.
In Max, the animation plays just fine, so I create bounds, rename shape to cube2, embd shape, go into the schematic view and make my links, copy cube as Col-1, and copy detail2 as Collision-1. Then I create a dts helper 'sequence', named Rotate. In Curve Editor, I create start/stop keys. So far so good. The animation still plays just fine in Max.
I export the 'whole shape' as cube.dts.
In TorqueShowTool, I load the cube.dts... no animation. It finds sequence 'Rotate'. But in Sequence Info, under Nodes Used in Sequence: 3
It finds cube2, Col-1, but as a third node it states [node 3 err]
What did I do wrong?
I've never had any trouble exporting before...
Thanks!
Tony
#2
Thanks for the advice, but the schematic view looks correct.
UPDATE: I'm wrong. I just opened a few other models in ShowTool and they ALL have a [node err] in the final node, like [node 5 err]. Its always the LAST node. In my other anims I didn't really pay attention to collision, because they were things like flags and swaying plants, so collision didn't matter.
It doesn't seem to be a Col-1 error, it looks like Collision-1. I'm not at my PC right now, so I'm doing this from memory... If it's Collision-1, that's a dummy node, right? And it's linked to what, base01 isn't it? Not linked to start01...
OK wait; you're saying it won't export Collison-1 animation because its NOT a child of Start01? Can collision-1 be a child of start01?
UPDATE 2: I scaled up collision-1 to the size of the cube and created a rotation animation for it in sync with the cube. Now, the projectile does collide with the cube while stationary, as its rotating, and in the final position, so collision-1 must be getting exported as an animation,right?
But the cube still passes through Player while rotating (animation). While stationary in start position, the player collides, but not in transition, nor in final position...
I guess I just wonder how Kork does it. Kork is ALWAYS solid, even while movement animation are playing. Is that because they're .dsq's? Does it fail with embedded animations only? The crossbow uses embedded animations, and it isn't solid either. Ever notice how it sinks into walls and trees?
I'll keep looking into it, and thanks! I will switch to the PRO exporter and see if its any different for me.
Tony
04/04/2009 (7:35 am)
OK wiseguy, you got me *lol*. Of course I've had export problems before, just never this problem. :)Thanks for the advice, but the schematic view looks correct.
UPDATE: I'm wrong. I just opened a few other models in ShowTool and they ALL have a [node err] in the final node, like [node 5 err]. Its always the LAST node. In my other anims I didn't really pay attention to collision, because they were things like flags and swaying plants, so collision didn't matter.
It doesn't seem to be a Col-1 error, it looks like Collision-1. I'm not at my PC right now, so I'm doing this from memory... If it's Collision-1, that's a dummy node, right? And it's linked to what, base01 isn't it? Not linked to start01...
OK wait; you're saying it won't export Collison-1 animation because its NOT a child of Start01? Can collision-1 be a child of start01?
UPDATE 2: I scaled up collision-1 to the size of the cube and created a rotation animation for it in sync with the cube. Now, the projectile does collide with the cube while stationary, as its rotating, and in the final position, so collision-1 must be getting exported as an animation,right?
But the cube still passes through Player while rotating (animation). While stationary in start position, the player collides, but not in transition, nor in final position...
I guess I just wonder how Kork does it. Kork is ALWAYS solid, even while movement animation are playing. Is that because they're .dsq's? Does it fail with embedded animations only? The crossbow uses embedded animations, and it isn't solid either. Ever notice how it sinks into walls and trees?
I'll keep looking into it, and thanks! I will switch to the PRO exporter and see if its any different for me.
Tony
Torque Owner Jeremy Farley
Try a clean start. That simple of a test should work.
What exporter are you using anyway? I recommend the max2dtsExporter Pro. It's easy to use and works much better...
So with your problem. It sounds like it's trying to export the animation of an extra node. Check your Schematic view and make sure there isn't anything weird like an extra node attached to your start01. It won't export animations of something that isn't a child of that. So maybe you have the sequence node or something linked to the start01 or the cube...
For test purposes, you should also try doing it without the collision.
My main recommendation is just start a new scene and create your box/animate. Create the sequence and export. Ignore the collision shape for now, for the purpose of the test.
With something this simple you should even have to create a .cfg file, the default settings should work... So i don't understand your node 3 err problem.