Game Development Community

Export to .DTS and several .DSQ

by Riko Nagatama · in Artist Corner · 07/28/2009 (8:26 am) · 4 replies

I have a .max file named player.max that contain 1 character mesh and several animations.
I have created all of the sequences (root, run, jump, etc) in player.max.

When I export the player.max to player.dts, the player.dts already has the sequences.
And when I export to .dsq file, all of the sequences is exported into one .dsq file.

I want to separate the model and animations into several file.

Is there a way to export from that player.max to player.dts(character only) and several .DSQ file(player_root.dsq, player_run.dsq, etc)?


#1
07/28/2009 (10:02 am)
When you export to DTS or DSQ it dumps what it finds in your scene out to the respective DTS or DSQ file that you told it to create. So if you have multiple sequences it will export them all.

Now with that said, there is nothing wrong with having all your sequences in the DTS or DSQ, the engine should function fine with this style of setup. Its just not considered optimal for sharing sequences (which is the point of DSQs).

If you want to have a sequence per DSQ. The best bet I can suggest is to export with only 1 sequence marker in your scene at a time (aka delete the other sequence markers). Obviously this is pretty easy to do so I will leave it up to you to figure out how you best want to do this so that its logical to you and fits witin your workflow.
#2
07/28/2009 (5:31 pm)
I see, so I have to manually export them one by one...

Thanks Logan.

But I wonder why the plugin doesn't support that kind of export :p
#3
07/29/2009 (9:02 am)
The exporter was initially designed for the way that Dynamix worked (ie how a pro games studio worked) based on years and years of experiance. This is why the exporter is so picky about doing error checking and not letting bad data in, because they found that it was a horrible time sink to trouble shoot and this is why the exporter simply dumps all the data it sees in the scene to a single file, because that's the most effecient/effective way to work to do this.

Usually when people build animations to be exportered, they keep it clean and do a specific file per animation. This way you get lots of room to animate and do tweaks in and do not have to worry about odd curves or animation data affecting things.

When people work with multiple sequences exported out to a single file, they do this on purpose because 99 times out of 100 they are going to contain all that data within the DTS.

Also as a heads up, lots of other game engine exporters work this way, so it seems to be the prevailing logic that works best.
#4
07/30/2009 (6:16 pm)
Wow, your explanation is great. It is easy to understand and detail.
Nice..

Thanks logan :)