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Setting mountPoint, muzzlePoint, etc. for weapons in Houdini

by Vijay · in Artist Corner · 06/16/2009 (10:10 am) · 3 replies

I'm most likely missing something here. I created a simple weapon model in Houdini. I can apply a texture for it, I can export it to Torque and make it show up in the ShowTool correctly. However, I cannot seem to set the mountPoint and muzzlePoint correctly. I created a couple of bone/joints and named them as required. However, when the exporter runs, it keeps removing those nodes:

Third pass: Collapsing unneeded nodes...

Removing node "muzzlePoint"
Removing node "mountPoint"

Is this the right way of doing things in Houdini or am I supposed to be doing something different?

#1
06/16/2009 (2:31 pm)
Are you using a .CFG file and putting those two nodes in the "Always Export" list?
#2
06/16/2009 (4:22 pm)
Thanks Rex! That did the trick. I did not realize that requirement. Is there any documentation on the .CFG files? Are there other things relevant to the DTS exporter in there?
#3
06/17/2009 (6:20 am)
The 'CFG' files vary from DCC exporter to exporter, depending upon what modeling application you're using...

The GG TDN site should have the 'basic' DTS/DSQ format descriptions and some guides on their requirements.

The base CFG file is used to tell the exporter what nodes to export, not export, and what nodes to not animate during a DSQ export. The rest of it's is used to log the process and what data is being parsed. You can also specify animation deltas and vertex weight influences on sequences and shapes, so a fairly handy and needed helper file for exporting...;).