Z-sorting In Skined Models
by Diego M. Martinez · in Artist Corner · 09/26/2008 (1:32 pm) · 8 replies
I Have a few models animated with bones and skin, they all conform one single object. The problem is that these few objects has alpha textures and in max they work fine, but in the game they are all wrongly sorted.
the inner object is rendered last. The rest of the process is fine, i just can't find solution for this particullar case. The thin is that i can't use "SORT::" because crashes the exporter and closes "3dsmax". And I can't use the linking order because the three meshes are skinned, and "skinned meshes must be unlinked".
Anyone knows a different way out of this????,
thanks.
the inner object is rendered last. The rest of the process is fine, i just can't find solution for this particullar case. The thin is that i can't use "SORT::" because crashes the exporter and closes "3dsmax". And I can't use the linking order because the three meshes are skinned, and "skinned meshes must be unlinked".
Anyone knows a different way out of this????,
thanks.
#2
The problem lies in the cylindrical nature of the meshes. One inside the other with alpha textures. Each object is in front, and in the same time, in the back, so there is no simple way to tell the engine wich object comes first.
Thanks.
11/17/2008 (7:32 am)
Thanks, i already come to this solution, but is not aplicable to this case. The problem lies in the cylindrical nature of the meshes. One inside the other with alpha textures. Each object is in front, and in the same time, in the back, so there is no simple way to tell the engine wich object comes first.
Thanks.
#3
i'm not very familiar with max2dts,
but have you tried different versions of the exporter ?
11/17/2008 (8:21 am)
Hey Diego,i'm not very familiar with max2dts,
but have you tried different versions of the exporter ?
#4
Thanks
www.3idivision.com.ar
11/17/2008 (8:36 am)
Yes i have. Same thing. And the problem with the "SORT::" command apears to be that doesn't work on a skined object, so that's why chrashes the 3dsmax. But still, there should be a way to sort alpha meshes of one same skinned object. Thanks
www.3idivision.com.ar
#5
Could you post some screenshots from Max and Torque of the mesh your having trouble with? It would help us when suggesting how you can either solve or work around your problem.
11/17/2008 (12:08 pm)
Sorting triangles on a skinned mesh is not a simple thing... maybe impossible with how TGEA works at the moment. I'm pretty sure you'll have the same issue with all the other engines out there from Ogre3D to Valve's Source.Could you post some screenshots from Max and Torque of the mesh your having trouble with? It would help us when suggesting how you can either solve or work around your problem.
#6
11/17/2008 (1:23 pm)
I have solved this problem by using a 3rd party tool like UltimateUnwrap to re-export the dts. Inside UltimateUnwrap I would regroup the shape so that the *draw* order is listed from top to bottom of the groups. If this means cutting and pasting into a new group, so be it. Torque draws in order from top to bottom, so your inner mesh should be above your outer mesh in the hierarchy list in the final exported shape.
#7
This UltimateUnwrap technique sounds rather interesting.... gonna have to check that one out...
Dave would you mind writing up a bit of a tut on that technique?!
~C
11/17/2008 (11:15 pm)
Yeah, sorting is not something any 3D Engine handles well!This UltimateUnwrap technique sounds rather interesting.... gonna have to check that one out...
Dave would you mind writing up a bit of a tut on that technique?!
~C
#8
11/19/2008 (12:05 am)
I would be interested in a tutorial too.
Torque Owner Byder
zbuffer sorting issues in torque